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port fake-crt-geom & hyllian-fast (#380)
* Add files via upload * Add files via upload * port fake-crt-geom * port fake-crt-geom * port crt-hyllian-fast * port crt-hyllian-fast
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5
crt/crt-hyllian-fast.slangp
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crt/crt-hyllian-fast.slangp
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shaders = 1
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shader0 = shaders/hyllian/crt-hyllian-fast.slang
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filter_linear0 = false
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scale_type0 = viewport
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crt/fake-crt-geom.slangp
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crt/fake-crt-geom.slangp
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shaders = 1
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shader0 = shaders/fake-crt-geom.slang
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filter_linear0 = true
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scale_type0 = viewport
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167
crt/shaders/fake-crt-geom.slang
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crt/shaders/fake-crt-geom.slang
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#version 450
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// Simple scanlines with curvature and mask effects lifted from crt-geom
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// original by hunterk, edited by DariusG
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float SCANLINE_BASE_BRIGHTNESS;
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float SCANLINE_SINE_COMP_A;
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float SCANLINE_SINE_COMP_B;
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float warpX;
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float warpY;
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float corner_round;
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float cgwg;
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float crt_gamma;
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float monitor_gamma;
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float boost;
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} params;
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// Parameter lines go here:
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#pragma parameter SCANLINE_SINE_COMP_B "Scanline Intensity" 0.60 0.0 1.0 0.05
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#define SCANLINE_SINE_COMP_B params.SCANLINE_SINE_COMP_B
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#pragma parameter warpX "warpX" 0.03 0.0 0.125 0.01
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#define warpX params.warpX
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#pragma parameter warpY "warpY" 0.05 0.0 0.125 0.01
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#define warpY params.warpY
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#pragma parameter corner_round "Corner Roundness" 0.030 0.005 0.100 0.005
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#define corner_round params.corner_round
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#pragma parameter cgwg "CGWG mask str. " 0.5 0.0 1.0 0.1
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#define cgwg params.cgwg
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#pragma parameter crt_gamma "CRT Gamma" 2.5 1.0 4.0 0.05
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#define crt_gamma params.crt_gamma
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#pragma parameter monitor_gamma "Monitor Gamma" 2.2 1.0 4.0 0.05
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#define monitor_gamma params.monitor_gamma
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#pragma parameter boost "Bright boost " 1.00 1.00 2.00 0.02
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#define boost params.boost
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#pragma parameter SCANLINE_SINE_COMP_A "Scanline Sine Comp A" 0.0 0.0 0.10 0.01
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#define SCANLINE_SINE_COMP_A params.SCANLINE_SINE_COMP_A
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#pragma parameter SCANLINE_BASE_BRIGHTNESS "Scanline Base Brightness" 0.95 0.0 1.0 0.01
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#define SCANLINE_BASE_BRIGHTNESS params.SCANLINE_BASE_BRIGHTNESS
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.0001;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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///////////////////////////////////////////////////////////////////////////////////////////////
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vec2 Warp(vec2 pos)
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{
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pos = pos*2.0-1.0;
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pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY);
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return pos*0.5 + 0.5;
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}
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vec4 scanline(vec2 coord, vec4 frame)
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{
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vec2 omega = vec2(3.1415 * params.OutputSize.x, 2.0 * 3.1415 * params.SourceSize.y);
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vec2 sine_comp = vec2(SCANLINE_SINE_COMP_A, SCANLINE_SINE_COMP_B);
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vec3 res = frame.xyz;
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vec3 scanline = res * (SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(coord * omega), vec2(1.0, 1.0)));
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return vec4(scanline.x, scanline.y, scanline.z, 1.0);
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}
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float corner(vec2 coord)
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{
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coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5);
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coord = min(coord, vec2(1.0)-coord) * vec2(1.0, params.SourceSize.z/params.SourceSize.zw);
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vec2 cdist = vec2(corner_round);
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coord = (cdist - min(coord,cdist));
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float dist = sqrt(dot(coord,coord));
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return clamp((cdist.x-dist)*300.0,0.0, 1.0);
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}
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// mask calculation
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// cgwg mask.
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vec4 Mask(vec2 pos)
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{
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vec3 mask = vec3(1.0);
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{
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float mf = floor(mod(pos.x,2.0));
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float mc = 1.0 - cgwg;
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if (mf == 0.0) { mask.g = mc; }
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else { mask.r = mc; mask.b = mc; };
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}
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return vec4(mask, 1.0);
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}
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///////////////////////////////////////////////////////////////////
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void main()
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{
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vec2 pos = Warp(vTexCoord.xy);
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//borrowed from CRT-Pi
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vec2 OGL2Pos = pos * params.SourceSize.xy;
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vec2 pC4 = floor(OGL2Pos) + 0.5;
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vec2 coord = pC4 / params.SourceSize.xy;
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vec2 deltas = OGL2Pos - pC4;
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vec2 signs = sign(deltas);
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deltas.x *= 2.0;
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deltas = deltas * deltas;
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deltas.y = deltas.y * deltas.y;
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deltas.x *= 0.5;
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deltas.y *= 8.0;
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deltas /= params.SourceSize.xy;
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deltas *= signs;
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vec2 tc = coord + deltas;
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// mask effects look bad unless applied in linear gamma space
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vec4 in_gamma = vec4(crt_gamma, crt_gamma, crt_gamma, 1.0);
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vec4 out_gamma = vec4(1.0 / monitor_gamma, 1.0 / monitor_gamma, 1.0 / monitor_gamma, 1.0);
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vec4 res = texture(Source, tc);
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res=pow(res,in_gamma);
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// apply the mask; looks bad with vert scanlines so make them mutually exclusive
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res *= Mask(vTexCoord * params.OutputSize.xy * 1.0001);
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// re-apply the gamma curve for the mask path
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vec4 color = pow(scanline(pos, res), out_gamma);
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float lum = color.r*0.3+color.g*0.6+color.b*0.1;
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color*= mix(1.0,boost,lum);
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FragColor = color*corner(tc);
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}
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crt/shaders/hyllian/crt-hyllian-fast.slang
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crt/shaders/hyllian/crt-hyllian-fast.slang
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#version 450
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/*
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Hyllian's CRT Shader
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with cgwg's magenta/green dotmask
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ported to GLSL/SLANG by DariusG & hunterk
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Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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layout(push_constant) uniform Push
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{
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float MASK_INTENSITY;
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float InputGamma;
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float OutputGamma;
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float BRIGHTBOOST;
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float SCANLINES;
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} params;
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// Parameter lines go here:
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#pragma parameter MASK_INTENSITY "MASK INTENSITY" 0.5 0.0 1.0 0.1
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#define MASK_INTENSITY params.MASK_INTENSITY
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#pragma parameter InputGamma "INPUT GAMMA" 2.4 0.0 5.0 0.1
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#define InputGamma params.InputGamma
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#pragma parameter OutputGamma "OUTPUT GAMMA" 2.2 0.0 5.0 0.1
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#define OutputGamma params.OutputGamma
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#pragma parameter BRIGHTBOOST "BRIGHT BOOST" 1.5 0.0 2.0 0.1
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#define BRIGHTBOOST params.BRIGHTBOOST
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#pragma parameter SCANLINES "SCANLINES STRENGTH" 0.72 0.0 1.0 0.02
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#define SCANLINES params.SCANLINES
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} global;
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#define SourceSize global.SourceSize
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#define TextureSize SourceSize.xy
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#define InputSize global.OriginalSize.xy
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#define COMPAT_TEXTURE texture
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#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
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#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec2 ps;
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void main()
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{
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gl_Position = global.MVP * Position;
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vec2 tex_size = vec2(TextureSize.x, TextureSize.y);
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ps = 1.0/tex_size;
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vTexCoord.xy = TexCoord.xy + ps * vec2(-0.49999, 0.0);
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 ps;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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///////////////////////////////////////////////////////////////////////////////////////////////
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void main()
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{
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vec2 dx = vec2(ps.x, 0.0);
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vec2 dy = vec2(0.0, ps.y);
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vec2 tc = (floor(vTexCoord.xy * SourceSize.xy) + vec2(0.49999, 0.49999)) / SourceSize.xy;
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vec2 fp = fract(vTexCoord.xy * SourceSize.xy);
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vec3 c10 = COMPAT_TEXTURE(Source, tc - dx).xyz;
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vec3 c11 = COMPAT_TEXTURE(Source, tc ).xyz;
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vec3 c12 = COMPAT_TEXTURE(Source, tc + dx).xyz;
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vec3 c13 = COMPAT_TEXTURE(Source, tc + 2.0 * dx).xyz;
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vec4 lobes = vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0);
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vec4 InvX = vec4(0.0);
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// Horizontal cubic filter
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InvX.x = dot(vec4( -0.5, 1.0, -0.5, 0.0), lobes);
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InvX.y = dot(vec4( 1.5,-2.5, 0.0, 1.0), lobes);
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InvX.z = dot(vec4( -1.5, 2.0, 0.5, 0.0), lobes);
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InvX.w = dot(vec4( 0.5,-0.5, 0.0, 0.0), lobes);
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vec3 color = InvX.x*c10.xyz;
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color+= InvX.y*c11.xyz;
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color+= InvX.z*c12.xyz;
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color+= InvX.w*c13.xyz;
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color = GAMMA_IN(color);
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float pos1 = 1.5-SCANLINES - abs(fp.y - 0.5);
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float d1 = max(0.0, min(1.0, pos1));
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float d = d1*d1*(3.0+BRIGHTBOOST - (2.0*d1));
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color = color*d;
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// dotmask
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float mod_factor = vTexCoord.x * global.OutputSize.x;
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vec4 dotMaskWeights = mix(
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vec4(1.0, 1.0-MASK_INTENSITY, 1.0, 1.),
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vec4(1.0-MASK_INTENSITY, 1.0, 1.0-MASK_INTENSITY, 1.),
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floor(mod(mod_factor, 2.0))
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);
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color *=vec3(dotMaskWeights.x,dotMaskWeights.y,dotMaskWeights.z);
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color = GAMMA_OUT(color);
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FragColor = vec4(color.r, color.g, color.b, 1.0);
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}
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