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https://github.com/italicsjenga/slang-shaders.git
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Make indentation consistent on mGBA LCD shaders
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@ -13,10 +13,10 @@
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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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vec4 OutputSize;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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vec4 SourceSize;
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} global;
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} global;
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#pragma stage vertex
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#pragma stage vertex
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@ -26,8 +26,8 @@ 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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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord;
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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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@ -13,19 +13,19 @@
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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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vec4 OutputSize;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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vec4 SourceSize;
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} global;
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} global;
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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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float reflectionBrightness;
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float reflectionBrightness;
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float reflectionDistanceX;
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float reflectionDistanceX;
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float reflectionDistanceY;
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float reflectionDistanceY;
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float lightBrightness;
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float lightBrightness;
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} params;
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}params;
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#pragma parameter reflectionBrightness "Reflection brightness" 0.07 0.0 1.0 0.01
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#pragma parameter reflectionBrightness "Reflection brightness" 0.07 0.0 1.0 0.01
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#pragma parameter reflectionDistanceX "Reflection Distance X" 0.0 -1.0 1.0 0.005
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#pragma parameter reflectionDistanceX "Reflection Distance X" 0.0 -1.0 1.0 0.005
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@ -39,8 +39,8 @@ 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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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord;
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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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@ -54,7 +54,7 @@ const float coeff = 2.5;
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void main()
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void main()
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{
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{
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vec2 reflectionDistance = vec2(params.reflectionDistanceX,params.reflectionDistanceY);
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vec2 reflectionDistance = vec2(params.reflectionDistanceX,params.reflectionDistanceY);
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float sp = pow(speed, params.lightBrightness);
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float sp = pow(speed, params.lightBrightness);
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float dc = pow(decay, -params.lightBrightness);
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float dc = pow(decay, -params.lightBrightness);
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float s = (sp - dc) / (sp + dc);
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float s = (sp - dc) / (sp + dc);
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@ -69,6 +69,6 @@ void main()
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vec4 reflection = texture(Source, vTexCoord - reflectionDistance);
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vec4 reflection = texture(Source, vTexCoord - reflectionDistance);
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color.rgb += reflection.rgb * params.reflectionBrightness;
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color.rgb += reflection.rgb * params.reflectionBrightness;
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color.a = 1.0;
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color.a = 1.0;
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FragColor = color;
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FragColor = color;
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}
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}
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@ -13,10 +13,10 @@
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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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vec4 OutputSize;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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vec4 SourceSize;
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} global;
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} global;
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#pragma stage vertex
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#pragma stage vertex
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@ -26,8 +26,8 @@ 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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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord;
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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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