diff --git a/crt/shaders/crt-easymode-halation/crt-easymode-halation.slang b/crt/shaders/crt-easymode-halation/crt-easymode-halation.slang index b9cf502..161877a 100644 --- a/crt/shaders/crt-easymode-halation/crt-easymode-halation.slang +++ b/crt/shaders/crt-easymode-halation/crt-easymode-halation.slang @@ -60,7 +60,7 @@ layout(std140, set = 0, binding = 0) uniform UBO #define FIX(c) max(abs(c), 1e-5) #define PI 3.141592653589 -#define TEX2D(c) texture(Source, c) +#define TEX2D(c) texture(tex, c) float curve_distance(float x, float sharp) { @@ -106,13 +106,13 @@ vec2 curve_coordinate(vec2 co, float curvature) return co; } -float get_corner_weight(vec2 co, vec2 corner, float smooth) +float get_corner_weight(vec2 co, vec2 corner, float smoothfunc) { float corner_weight; co = min(co, vec2(1.0) - co) * vec2(1.0, 0.75); co = (corner - min(co, corner)); - corner_weight = clamp((corner.x - sqrt(dot(co, co))) * smooth, 0.0, 1.0); + corner_weight = clamp((corner.x - sqrt(dot(co, co))) * smoothfunc, 0.0, 1.0); corner_weight = mix(1.0, corner_weight, ceil(corner.x)); return corner_weight; @@ -146,7 +146,7 @@ void main() { tex_size.y *= 0.5; - if (mod(timer, 2.0)) + if (mod(timer, 2.0) > 0.0) { midpoint.y = 0.75; scan_offset = 0.5; @@ -198,7 +198,7 @@ void main() float scan_pos = xy.y * tex_size.y + scan_offset; float scan_strength = mix(params.SCANLINE_STRENGTH_MAX, params.SCANLINE_STRENGTH_MIN, rgb_max); float scan_beam = clamp(rgb_max * params.SCANLINE_BEAM_MAX, params.SCANLINE_BEAM_MIN, params.SCANLINE_BEAM_MAX); - float scan_weight = 0.0; + vec3 scan_weight = vec3(0.0); float mask_colors; float mask_dot_width; @@ -223,7 +223,7 @@ void main() vec2 mod_fac = floor(vTexCoord * params.OutputSize.xy * params.SourceSize.xy / (params.SourceSize.xy * vec2(params.MASK_SIZE, mask_dot_height * params.MASK_SIZE))); int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * mask_stagger) / mask_dot_width, mask_colors)); - int dither = mod(mod_fac.y + mod(floor(mod_fac.x / mask_colors), 2.0), 2.0); + float dither = mod(mod_fac.y + mod(floor(mod_fac.x / mask_colors), 2.0), 2.0); float mask_strength = mix(params.MASK_STRENGTH_MAX, params.MASK_STRENGTH_MIN, rgb_max); float mask_dark, mask_bright, mask_mul; @@ -236,7 +236,7 @@ void main() else if (dot_no == 1) mask_weight = mix(vec3(mask_dark, mask_dark, mask_dark), vec3(mask_dark, mask_bright, mask_dark), mask_colors - 2.0); else mask_weight = vec3(mask_dark, mask_dark, mask_bright); - if (dither == 1) mask_mul = mask_dark; + if (dither > 0.9) mask_mul = mask_dark; else mask_mul = mask_bright; mask_weight *= mix(1.0, mask_mul, mask_dither);