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https://github.com/italicsjenga/slang-shaders.git
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Integrate NTSC-Colors plus some fixes (#394)
* integrate NTSC-colors * Integrate NTSC-colors * Integrate NTSC-colors, some fixes too
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06266c3d61
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@ -1,26 +1,12 @@
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shaders = "2"
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shaders = "1"
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feedback_pass = "0"
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shader0 = "../misc/shaders/white_point.slang"
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shader0 = "../crt/shaders/crt-gdv-mini-ultra.slang"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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scale_type_x0 = "source"
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scale_type_x0 = "viewport"
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scale_x0 = "1.000000"
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scale_type_y0 = "source"
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scale_type_y0 = "viewport"
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scale_y0 = "1.000000"
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shader1 = "../crt/shaders/crt-gdv-mini-ultra.slang"
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wrap_mode1 = "clamp_to_border"
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mipmap_input1 = "false"
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alias1 = ""
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float_framebuffer1 = "false"
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srgb_framebuffer1 = "false"
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scale_type_x1 = "viewport"
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scale_x1 = "1.000000"
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scale_type_y1 = "viewport"
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scale_y1 = "1.000000"
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luma_preserve = "0.000000"
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wp_red = "0.150000"
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wp_green = "-0.150000"
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wp_blue = "0.300000"
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@ -21,6 +21,10 @@ layout(push_constant) uniform Push
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#pragma parameter beamhigh "Scanlines bright" 1.05 0.5 2.5 0.05
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#pragma parameter brightboost1 "Bright boost dark pixels" 1.2 0.0 3.0 0.05
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#pragma parameter brightboost2 "Bright boost bright pixels" 1.0 0.0 3.0 0.05
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#pragma parameter glow "Glow Strength" 0.0 0.0 0.5 0.01
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#pragma parameter Size "Glow Size" 1.0 0.1 4.0 0.05
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#pragma parameter nois "Add Noise" 0.0 0.0 32.0 1.0
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#pragma parameter postbr "Post Brightness" 1.0 0.0 2.5 0.02
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#pragma parameter Shadowmask "Mask Type" 0.0 -1.0 8.0 1.0
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#pragma parameter masksize "Mask Size" 1.0 1.0 2.0 1.0
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#pragma parameter MaskDark "Mask dark" 0.5 0.0 2.0 0.1
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@ -30,12 +34,9 @@ layout(push_constant) uniform Push
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#pragma parameter double_slot "Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0
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#pragma parameter slotms "Slot Mask Size" 1.0 1.0 2.0 1.0
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#pragma parameter GAMMA_OUT "Gamma Out" 2.2 0.0 4.0 0.1
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#pragma parameter postbr "Post Brightness" 1.0 0.0 2.5 0.02
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#pragma parameter glow "Glow Strength" 0.0 0.0 0.5 0.01
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#pragma parameter Size "Glow Size" 1.0 0.1 4.0 0.05
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#pragma parameter intensity "NTSC colors intensity" 1.0 0.0 1.0 0.05
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#pragma parameter sat "Saturation" 1.0 0.0 2.0 0.05
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#pragma parameter contrast "Contrast, 1.0:Off" 1.0 0.00 2.00 0.05
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#pragma parameter nois "Noise" 0.0 0.0 32.0 1.0
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#pragma parameter WP "Color Temperature %" 0.0 -100.0 100.0 5.0
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#pragma parameter inter "Interlacing Toggle" 1.0 0.0 1.0 1.0
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#pragma parameter vignette "Vignette On/Off" 0.0 0.0 1.0 1.0
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@ -81,6 +82,8 @@ layout(std140, set = 0, binding = 0) uniform UBO
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float alloff;
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float postbr;
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float PRE_SCALE;
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float intensity;
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} global;
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#pragma stage vertex
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@ -109,14 +112,12 @@ vec2 Warp(vec2 pos)
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return pos * 0.5 + 0.5;
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}
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float sw(vec3 x, vec3 color)
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float sw(float y, float l)
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{
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float scan = mix(global.scanlow, global.scanhigh, x.y);
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vec3 tmp = mix(vec3(global.beamlow, global.beamlow, global.beamlow),
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vec3(global.beamhigh, global.beamhigh, global.beamhigh),
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color);
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vec3 ex = x * tmp;
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return exp2(-scan * ex.y * ex.y);
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float beam = mix(global.scanlow, global.scanhigh, y);
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float scan = mix(global.beamlow, global.beamhigh, l);
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float ex = y * scan;
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return exp2(-beam * ex * ex);
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}
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vec3 mask(vec2 x, vec3 col, float l)
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@ -396,6 +397,62 @@ const mat3 XYZ_to_D50 = mat3(
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-1.4678519, 1.9161415, -0.2545973,
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-0.4685105, 0.0334540, 1.4216174);
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/////NTSC COLOR CONVERSION
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vec3 DecodeGamma(vec3 color, float gamma)
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{
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color = clamp(color, 0.0, 1.0);
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color.r = (color.r <= 0.00313066844250063) ?
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color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055;
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color.g = (color.g <= 0.00313066844250063) ?
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color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055;
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color.b = (color.b <= 0.00313066844250063) ?
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color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055;
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return color;
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}
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vec3 XYZtoSRGB(vec3 XYZ)
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{
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const mat3x3 m = mat3x3(
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3.2404542,-1.5371385,-0.4985314,
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-0.9692660, 1.8760108, 0.0415560,
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0.0556434,-0.2040259, 1.0572252);
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return XYZ * m;
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}
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vec3 sRGB(vec3 c)
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{
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vec3 v = XYZtoSRGB(c);
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v = DecodeGamma(v, 2.4); //Companding
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return v;
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}
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vec3 RGBtoXYZ(vec3 RGB)
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{
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const mat3x3 m = mat3x3(
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0.6068909, 0.1735011, 0.2003480,
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0.2989164, 0.5865990, 0.1144845,
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0.0000000, 0.0660957, 1.1162243);
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return RGB * m;
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}
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// conversion from NTSC RGB Reference White D65 ( color space used by NA/Japan TV's ) to XYZ
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vec3 NTSC(vec3 c)
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{
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vec3 v = vec3(pow(c.r, 2.2), pow(c.g, 2.2), pow(c.b, 2.2)); //Inverse Companding
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return RGBtoXYZ(v);
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}
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// NTSC RGB to sRGB
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vec3 NTSCtoSRGB( vec3 c )
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{
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return sRGB(NTSC( c ));
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}
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////NTSC COLOR CONVERSION
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void main()
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{
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vec2 pos = Warp(vTexCoord.xy);
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@ -403,12 +460,9 @@ void main()
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vec2 pC4 = (pos + 0.5/tex_size);
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vec2 fp = fract(pos * tex_size);
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if (global.inter < 0.5 && tex_size.y > 400.0){ fp.y = fract(pos.y * tex_size.y*0.5);}
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if (global.inter < 0.5 && tex_size.y > 400.0){ fp = fract(pos * tex_size/2.0);}
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if (global.inter > 0.5 && tex_size.y > 400.0) fp.y = 0.5;
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vec4 res = vec4(1.0, 1.0, 1.0, 1.0);
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vec4 res = vec4(1.0);
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if (global.alloff == 1.0)
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res = texture(Source, pC4);
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@ -457,12 +511,13 @@ void main()
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color = (2.0*pow(color,vec3(2.9))) - pow(color,vec3(3.8));
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float lum = color.r * 0.4 + color.g * 0.5 + color.b * 0.1;
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float lum = color.r * 0.3 + color.g * 0.6 + color.b * 0.1;
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float f = center_dist.y;
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vec3 f1 = vec3(f, f, f);
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color = color * sw(f1,color) + color * sw(1.0 - f1,color);
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if (global.inter > 0.5 && tex_size.y > 400.0) color = color;
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else
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{color = color * sw(f,lum) + color * sw (1.0-f,lum);}
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color *= mask((vTexCoord * params.OutputSize.xy) * 1.0001, color,lum);
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if (global.slotmask != 0.0) color *= SlotMask((vTexCoord * params.OutputSize.xy) * 1.0001, color);
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@ -476,10 +531,13 @@ void main()
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if (global.corner != 0.0) color *= corner0(pC4);
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if (global.nois != 0.0) color *= 1.0 + noise(coords * 2.0) / global.nois;
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color*=mix(1.0,global.postbr,lum);
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color = mix(color.rgb, NTSCtoSRGB(color.rgb), global.intensity);
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res = vec4(color, 1.0);
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if (global.contrast != 1.0) res = contrastMatrix(global.contrast) * res;
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if (global.inter > 0.5 && params.SourceSize.y > 400.0 && fract(iTime) < 0.5) res = res * 0.95;
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res.rgb *= vign(lum);
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}
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FragColor = res;
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@ -50,24 +50,25 @@ layout(push_constant) uniform Push
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float R;
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float G;
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float B;
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float green_boost;
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float thres;
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float intensity;
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} params;
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// Parameter lines go here:
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#pragma parameter gdv_mini_title "[ GDV MINI - DariusG ]:" 0.0 0.0 1.0 1.0
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#pragma parameter gamma_out_red "Gamma out Red" 2.5 1.0 4.0 0.1
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#pragma parameter gamma_out_red "Gamma out Red" 2.2 1.0 4.0 0.1
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#define gamma_out_red params.gamma_out_red
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#pragma parameter gamma_out_green "Gamma out Green" 1.9 1.0 4.0 0.1
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#pragma parameter gamma_out_green "Gamma out Green" 2.2 1.0 4.0 0.1
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#define gamma_out_green params.gamma_out_green
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#pragma parameter gamma_out_blue "Gamma out Blue" 2.2 1.0 4.0 0.1
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#define gamma_out_blue params.gamma_out_blue
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#pragma parameter green_boost "Green Boost" 1.2 1.0 2.0 0.02
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#define green_boost params.green_boost
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#pragma parameter intensity "NTSC colors intensity" 1.0 0.0 1.0 0.05
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#define intensity params.intensity
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#pragma parameter brightboost "Bright boost" 1.2 0.5 2.0 0.05
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#define brightboost params.brightboost
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@ -437,6 +438,63 @@ vec3 glow0 (vec2 texcoord, vec3 col)
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}
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/////NTSC COLOR CONVERSION
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vec3 DecodeGamma(vec3 color, float gamma)
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{
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color = clamp(color, 0.0, 1.0);
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color.r = (color.r <= 0.00313066844250063) ?
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color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055;
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color.g = (color.g <= 0.00313066844250063) ?
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color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055;
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color.b = (color.b <= 0.00313066844250063) ?
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color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055;
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return color;
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}
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vec3 XYZtoSRGB(vec3 XYZ)
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{
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const mat3x3 m = mat3x3(
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3.2404542,-1.5371385,-0.4985314,
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-0.9692660, 1.8760108, 0.0415560,
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0.0556434,-0.2040259, 1.0572252);
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return XYZ * m;
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}
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vec3 sRGB(vec3 c)
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{
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vec3 v = XYZtoSRGB(c);
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v = DecodeGamma(v, 2.4); //Companding
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return v;
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}
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vec3 RGBtoXYZ(vec3 RGB)
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{
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const mat3x3 m = mat3x3(
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0.6068909, 0.1735011, 0.2003480,
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0.2989164, 0.5865990, 0.1144845,
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0.0000000, 0.0660957, 1.1162243);
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return RGB * m;
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}
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// conversion from NTSC RGB Reference White D65 ( color space used by NA/Japan TV's ) to XYZ
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vec3 NTSC(vec3 c)
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{
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vec3 v = vec3(pow(c.r, 2.2), pow(c.g, 2.2), pow(c.b, 2.2)); //Inverse Companding
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return RGBtoXYZ(v);
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}
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// NTSC RGB to sRGB
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vec3 NTSCtoSRGB( vec3 c )
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{
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return sRGB(NTSC( c ));
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}
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////NTSC COLOR CONVERSION
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void main()
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{
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vec2 pos = Warp(vTexCoord);
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@ -503,6 +561,8 @@ void main()
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}
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else color = color;
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color *= vec3(1.0,green_boost,1.0);
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if (intensity != 0.0)
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color = mix(color.rgb, NTSCtoSRGB(color.rgb), intensity);
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FragColor = vec4(color, 1.0);
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}
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