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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
update snes-hires-blend to match glsl; make image-adjustment play nicer with others
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@ -1,5 +1,13 @@
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#version 450
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#version 450
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/*
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SNES Hires Blend Fix
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by OV2, Sp00kyFox, hunterk
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Filter: Nearest
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Scale: 1x
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The original shader has the problem that it blends every horizontal pair of adjacent pixels where it should only blend pairwise disjointed pixel pairs instead.
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*/
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layout(push_constant) uniform Push
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layout(push_constant) uniform Push
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{
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{
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vec4 SourceSize;
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vec4 SourceSize;
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@ -26,7 +34,7 @@ void main()
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vec2 ps = params.SourceSize.zw;
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vec2 ps = params.SourceSize.zw;
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float dx = ps.x;
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float dx = ps.x;
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float dy = ps.y;
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float dy = ps.y;
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t1 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); // L, C, R
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t1 = vTexCoord.xxxy + vec4( -dx, 0., dx, 0.); // L, C, R
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}
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}
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#pragma stage fragment
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#pragma stage fragment
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@ -37,14 +45,20 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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void main()
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{
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{
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// pixel location
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float fp = round(fract(0.5*vTexCoord.x*params.SourceSize.x));
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// reading the texels
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vec3 l = texture(Source, t1.xw).xyz;
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vec3 c = texture(Source, t1.yw).xyz;
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vec3 c = texture(Source, t1.yw).xyz;
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vec3 r = texture(Source, t1.zw).xyz;
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vec3 final;
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if (params.SourceSize.x < 500.0) final = c;
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else
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{
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// pixel location
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float fp = round(fract(0.5*vTexCoord.x*params.SourceSize.x));
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// output
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// reading the texels
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FragColor = vec4((params.SourceSize.x > 500) ? (fp == 0 ? mix(c,r,0.5) : mix(c,l,0.5)) : c, 1.0);
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vec3 l = texture(Source, t1.xw).xyz;
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vec3 r = texture(Source, t1.zw).xyz;
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// output
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final = (((l.x == c.x)||(r.x == c.x))&&((l.y == c.y)||(r.y == c.y))&&((l.z == c.z)||(r.z == c.z))) ? c : (fp > 0.5 ? mix(c,r,0.5) : mix(c,l,0.5));
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}
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FragColor = vec4(final, 1.0);
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}
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}
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@ -4,59 +4,59 @@ layout(push_constant) uniform Push
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{
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{
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vec4 SourceSize;
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vec4 SourceSize;
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uint FrameCount;
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uint FrameCount;
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float target_gamma;
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float ia_target_gamma;
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float monitor_gamma;
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float ia_monitor_gamma;
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float overscan_percent_x;
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float ia_overscan_percent_x;
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float overscan_percent_y;
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float ia_overscan_percent_y;
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float saturation;
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float ia_saturation;
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float contrast;
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float ia_contrast;
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float luminance;
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float ia_luminance;
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float black_level;
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float ia_black_level;
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float bright_boost;
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float ia_bright_boost;
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float R;
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float ia_R;
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float G;
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float ia_G;
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float B;
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float ia_B;
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float ZOOM;
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float ia_ZOOM;
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float XPOS;
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float ia_XPOS;
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float YPOS;
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float ia_YPOS;
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float TOPMASK;
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float ia_TOPMASK;
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float BOTMASK;
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float ia_BOTMASK;
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float LMASK;
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float ia_LMASK;
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float RMASK;
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float ia_RMASK;
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float GRAIN_STR;
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float ia_GRAIN_STR;
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float SHARPEN;
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float ia_SHARPEN;
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} registers;
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} registers;
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layout(std140, set = 0, binding = 0) uniform UBO
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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{
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mat4 MVP;
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mat4 MVP;
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float FLIP_HORZ;
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float ia_FLIP_HORZ;
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float FLIP_VERT;
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float ia_FLIP_VERT;
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} global;
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} global;
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#pragma parameter target_gamma "Target Gamma" 2.2 0.1 5.0 0.1
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#pragma parameter ia_target_gamma "Target Gamma" 2.2 0.1 5.0 0.1
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#pragma parameter monitor_gamma "Monitor Gamma" 2.2 0.1 5.0 0.1
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#pragma parameter ia_monitor_gamma "Monitor Gamma" 2.2 0.1 5.0 0.1
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#pragma parameter overscan_percent_x "Horizontal Overscan %" 0.0 -25.0 25.0 1.0
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#pragma parameter ia_overscan_percent_x "Horizontal Overscan %" 0.0 -25.0 25.0 1.0
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#pragma parameter overscan_percent_y "Vertical Overscan %" 0.0 -25.0 25.0 1.0
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#pragma parameter ia_overscan_percent_y "Vertical Overscan %" 0.0 -25.0 25.0 1.0
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#pragma parameter saturation "Saturation" 1.0 0.0 5.0 0.1
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#pragma parameter ia_saturation "Saturation" 1.0 0.0 5.0 0.1
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#pragma parameter contrast "Contrast" 1.0 0.0 10.0 0.05
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#pragma parameter ia_contrast "Contrast" 1.0 0.0 10.0 0.05
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#pragma parameter luminance "Luminance" 1.0 0.0 2.0 0.1
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#pragma parameter ia_luminance "Luminance" 1.0 0.0 2.0 0.1
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#pragma parameter black_level "Black Level" 0.00 -0.30 0.30 0.01
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#pragma parameter ia_black_level "Black Level" 0.00 -0.30 0.30 0.01
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#pragma parameter bright_boost "Brightness Boost" 0.0 -1.0 1.0 0.05
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#pragma parameter ia_bright_boost "Brightness Boost" 0.0 -1.0 1.0 0.05
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#pragma parameter R "Red Channel" 1.0 0.0 2.0 0.05
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#pragma parameter ia_R "Red Channel" 1.0 0.0 2.0 0.05
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#pragma parameter G "Green Channel" 1.0 0.0 2.0 0.05
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#pragma parameter ia_G "Green Channel" 1.0 0.0 2.0 0.05
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#pragma parameter B "Blue Channel" 1.0 0.0 2.0 0.05
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#pragma parameter ia_B "Blue Channel" 1.0 0.0 2.0 0.05
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#pragma parameter ZOOM "Zoom Factor" 1.0 0.0 4.0 0.01
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#pragma parameter ia_ZOOM "Zoom Factor" 1.0 0.0 4.0 0.01
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#pragma parameter XPOS "X Modifier" 0.0 -2.0 2.0 0.005
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#pragma parameter ia_XPOS "X Modifier" 0.0 -2.0 2.0 0.005
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#pragma parameter YPOS "Y Modifier" 0.0 -2.0 2.0 0.005
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#pragma parameter ia_YPOS "Y Modifier" 0.0 -2.0 2.0 0.005
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#pragma parameter TOPMASK "Overscan Mask Top" 0.0 0.0 1.0 0.0025
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#pragma parameter ia_TOPMASK "Overscan Mask Top" 0.0 0.0 1.0 0.0025
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#pragma parameter BOTMASK "Overscan Mask Bottom" 0.0 0.0 1.0 0.0025
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#pragma parameter ia_BOTMASK "Overscan Mask Bottom" 0.0 0.0 1.0 0.0025
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#pragma parameter LMASK "Overscan Mask Left" 0.0 0.0 1.0 0.0025
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#pragma parameter ia_LMASK "Overscan Mask Left" 0.0 0.0 1.0 0.0025
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#pragma parameter RMASK "Overscan Mask Right" 0.0 0.0 1.0 0.0025
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#pragma parameter ia_RMASK "Overscan Mask Right" 0.0 0.0 1.0 0.0025
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#pragma parameter GRAIN_STR "Film Grain" 0.0 0.0 72.0 6.0
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#pragma parameter ia_GRAIN_STR "Film Grain" 0.0 0.0 72.0 6.0
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#pragma parameter SHARPEN "Sharpen" 0.0 0.0 1.0 0.05
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#pragma parameter ia_SHARPEN "Sharpen" 0.0 0.0 1.0 0.05
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#pragma parameter FLIP_HORZ "Flip Horiz Axis" 0.0 0.0 1.0 1.0
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#pragma parameter ia_FLIP_HORZ "Flip Horiz Axis" 0.0 0.0 1.0 1.0
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#pragma parameter FLIP_VERT "Flip Vert Axis" 0.0 0.0 1.0 1.0
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#pragma parameter ia_FLIP_VERT "Flip Vert Axis" 0.0 0.0 1.0 1.0
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// Image Adjustment
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// Image Adjustment
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// Author: hunterk
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// Author: hunterk
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@ -91,12 +91,12 @@ layout(location = 0) out vec2 vTexCoord;
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void main()
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void main()
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{
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{
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vec4 flip_pos = Position;
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vec4 flip_pos = Position;
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if (global.FLIP_HORZ > 0.5) flip_pos.x = 1.0 - flip_pos.x;
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if (global.ia_FLIP_HORZ > 0.5) flip_pos.x = 1.0 - flip_pos.x;
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if (global.FLIP_VERT > 0.5) flip_pos.y = 1.0 - flip_pos.y;
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if (global.ia_FLIP_VERT > 0.5) flip_pos.y = 1.0 - flip_pos.y;
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gl_Position = global.MVP * flip_pos;
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gl_Position = global.MVP * flip_pos;
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vec2 shift = vec2(0.5);
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vec2 shift = vec2(0.5);
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vec2 overscan_coord = ((TexCoord - shift) / registers.ZOOM) * (1.0 - vec2(registers.overscan_percent_x / 100.0, registers.overscan_percent_y / 100.0)) + shift;
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vec2 overscan_coord = ((TexCoord - shift) / registers.ia_ZOOM) * (1.0 - vec2(registers.ia_overscan_percent_x / 100.0, registers.ia_overscan_percent_y / 100.0)) + shift;
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vTexCoord = overscan_coord + vec2(registers.XPOS, registers.YPOS);
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vTexCoord = overscan_coord + vec2(registers.ia_XPOS, registers.ia_YPOS);
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}
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}
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#pragma stage fragment
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#pragma stage fragment
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@ -106,29 +106,29 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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void main()
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{
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{
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vec3 film_grain = filmGrain(vTexCoord, registers.GRAIN_STR);
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vec3 film_grain = filmGrain(vTexCoord, registers.ia_GRAIN_STR);
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vec3 res = texture(Source, vTexCoord).rgb; // sample the texture
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vec3 res = texture(Source, vTexCoord).rgb; // sample the texture
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res = mix(res, sharp(Source, vTexCoord), registers.SHARPEN) + film_grain; // add film grain and sharpness
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res = mix(res, sharp(Source, vTexCoord), registers.ia_SHARPEN) + film_grain; // add film grain and sharpness
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vec3 gamma = vec3(registers.monitor_gamma / registers.target_gamma); // set up ratio of display's gamma vs desired gamma
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vec3 gamma = vec3(registers.ia_monitor_gamma / registers.ia_target_gamma); // set up ratio of display's gamma vs desired gamma
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//saturation and luminance
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//saturation and luminance
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vec3 satColor = clamp(HSVtoRGB(RGBtoHSV(res) * vec3(1.0, registers.saturation, registers.luminance)), 0.0, 1.0);
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vec3 satColor = clamp(HSVtoRGB(RGBtoHSV(res) * vec3(1.0, registers.ia_saturation, registers.ia_luminance)), 0.0, 1.0);
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//contrast and brightness
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//contrast and brightness
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vec3 conColor = clamp((satColor - 0.5) * registers.contrast + 0.5 + registers.bright_boost, 0.0, 1.0);
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vec3 conColor = clamp((satColor - 0.5) * registers.ia_contrast + 0.5 + registers.ia_bright_boost, 0.0, 1.0);
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conColor -= vec3(registers.black_level); // apply black level
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conColor -= vec3(registers.ia_black_level); // apply black level
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conColor *= (vec3(1.0) / vec3(1.0-registers.black_level));
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conColor *= (vec3(1.0) / vec3(1.0-registers.ia_black_level));
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conColor = pow(conColor, 1.0 / vec3(gamma)); // Apply gamma correction
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conColor = pow(conColor, 1.0 / vec3(gamma)); // Apply gamma correction
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conColor *= vec3(registers.R, registers.G, registers.B);
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conColor *= vec3(registers.ia_R, registers.ia_G, registers.ia_B);
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//overscan mask
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//overscan mask
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if (vTexCoord.y > registers.TOPMASK && vTexCoord.y < (1.0 - registers.BOTMASK))
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if (vTexCoord.y > registers.ia_TOPMASK && vTexCoord.y < (1.0 - registers.ia_BOTMASK))
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conColor = conColor;
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conColor = conColor;
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else
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else
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conColor = vec3(0.0);
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conColor = vec3(0.0);
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if (vTexCoord.x > registers.LMASK && vTexCoord.x < (1.0 - registers.RMASK))
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if (vTexCoord.x > registers.ia_LMASK && vTexCoord.x < (1.0 - registers.ia_RMASK))
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conColor = conColor;
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conColor = conColor;
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else
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else
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conColor = vec3(0.0);
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conColor = vec3(0.0);
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