mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
Update handheld color shaders to version 8.
This commit is contained in:
parent
8009dea4d7
commit
93afc2f8fe
27
handheld/lcd-grid-v2-gba-color.slangp
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27
handheld/lcd-grid-v2-gba-color.slangp
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shaders = "2"
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shader0 = "shaders/color/gba-color.slang"
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filter_linear0 = "false"
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scale_type0 = "source"
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scale0 = "1.0"
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shader1 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
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filter_linear1 = "false"
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scale_type1 = "viewport"
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scale1 = "1.0"
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parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
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RSUBPIX_R = "1.000000"
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RSUBPIX_G = "0.000000"
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RSUBPIX_B = "0.000000"
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GSUBPIX_R = "0.000000"
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GSUBPIX_G = "1.000000"
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GSUBPIX_B = "0.000000"
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BSUBPIX_R = "0.000000"
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BSUBPIX_G = "0.000000"
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BSUBPIX_B = "1.000000"
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gain = "1.250000"
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gamma = "3.000000"
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blacklevel = "0.050000"
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ambient = "0.000000"
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BGR = "1.000000"
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32
handheld/lcd-grid-v2-nds-color-motionblur.slangp
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32
handheld/lcd-grid-v2-nds-color-motionblur.slangp
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shaders = "3"
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shader0 = "../motionblur/shaders/motionblur-simple.slang"
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filter_linear0 = "false"
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scale_type0 = "source"
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scale0 = "1.0"
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shader1 = "shaders/color/nds-color.slang"
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filter_linear1 = "false"
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scale_type1 = "source"
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scale1 = "1.0"
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shader2 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
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filter_linear2 = "false"
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scale_type2 = "viewport"
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scale2 = "1.0"
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parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
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RSUBPIX_R = "1.000000"
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RSUBPIX_G = "0.000000"
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RSUBPIX_B = "0.000000"
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GSUBPIX_R = "0.000000"
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GSUBPIX_G = "1.000000"
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GSUBPIX_B = "0.000000"
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BSUBPIX_R = "0.000000"
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BSUBPIX_G = "0.000000"
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BSUBPIX_B = "1.000000"
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gain = "1.250000"
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gamma = "3.000000"
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blacklevel = "0.050000"
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ambient = "0.000000"
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BGR = "1.000000"
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27
handheld/lcd-grid-v2-nds-color.slangp
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27
handheld/lcd-grid-v2-nds-color.slangp
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shaders = "2"
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shader0 = "shaders/color/nds-color.slang"
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filter_linear0 = "false"
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scale_type0 = "source"
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scale0 = "1.0"
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shader1 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
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filter_linear1 = "false"
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scale_type1 = "viewport"
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scale1 = "1.0"
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parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
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RSUBPIX_R = "1.000000"
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RSUBPIX_G = "0.000000"
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RSUBPIX_B = "0.000000"
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GSUBPIX_R = "0.000000"
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GSUBPIX_G = "1.000000"
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GSUBPIX_B = "0.000000"
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BSUBPIX_R = "0.000000"
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BSUBPIX_G = "0.000000"
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BSUBPIX_B = "1.000000"
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gain = "1.250000"
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gamma = "3.000000"
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blacklevel = "0.050000"
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ambient = "0.000000"
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BGR = "1.000000"
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32
handheld/lcd-grid-v2-psp-color-motionblur.slangp
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32
handheld/lcd-grid-v2-psp-color-motionblur.slangp
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shaders = "3"
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shader0 = "../motionblur/shaders/motionblur-simple.slang"
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filter_linear0 = "false"
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scale_type0 = "source"
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scale0 = "1.0"
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shader1 = "shaders/color/psp-color.slang"
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filter_linear1 = "false"
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scale_type1 = "source"
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scale1 = "1.0"
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shader2 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
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filter_linear2 = "false"
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scale_type2 = "viewport"
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scale2 = "1.0"
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parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
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RSUBPIX_R = "1.000000"
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RSUBPIX_G = "0.000000"
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RSUBPIX_B = "0.000000"
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GSUBPIX_R = "0.000000"
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GSUBPIX_G = "1.000000"
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GSUBPIX_B = "0.000000"
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BSUBPIX_R = "0.000000"
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BSUBPIX_G = "0.000000"
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BSUBPIX_B = "1.000000"
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gain = "1.250000"
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gamma = "3.000000"
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blacklevel = "0.050000"
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ambient = "0.000000"
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BGR = "1.000000"
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27
handheld/lcd-grid-v2-psp-color.slangp
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27
handheld/lcd-grid-v2-psp-color.slangp
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shaders = "2"
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shader0 = "shaders/color/psp-color.slang"
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filter_linear0 = "false"
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scale_type0 = "source"
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scale0 = "1.0"
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shader1 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
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filter_linear1 = "false"
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scale_type1 = "viewport"
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scale1 = "1.0"
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parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
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RSUBPIX_R = "1.000000"
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RSUBPIX_G = "0.000000"
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RSUBPIX_B = "0.000000"
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GSUBPIX_R = "0.000000"
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GSUBPIX_G = "1.000000"
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GSUBPIX_B = "0.000000"
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BSUBPIX_R = "0.000000"
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BSUBPIX_G = "0.000000"
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BSUBPIX_B = "1.000000"
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gain = "1.250000"
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gamma = "3.000000"
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blacklevel = "0.050000"
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ambient = "0.000000"
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BGR = "1.000000"
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32
handheld/lcd-grid-v2-vba-color-motionblur.slangp
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32
handheld/lcd-grid-v2-vba-color-motionblur.slangp
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shaders = "3"
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shader0 = "../motionblur/shaders/motionblur-simple.slang"
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filter_linear0 = "false"
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scale_type0 = "source"
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scale0 = "1.0"
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shader1 = "shaders/color/vba-color.slang"
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filter_linear1 = "false"
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scale_type1 = "source"
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scale1 = "1.0"
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shader2 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
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filter_linear2 = "false"
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scale_type2 = "viewport"
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scale2 = "1.0"
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parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
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RSUBPIX_R = "1.000000"
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RSUBPIX_G = "0.000000"
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RSUBPIX_B = "0.000000"
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GSUBPIX_R = "0.000000"
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GSUBPIX_G = "1.000000"
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GSUBPIX_B = "0.000000"
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BSUBPIX_R = "0.000000"
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BSUBPIX_G = "0.000000"
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BSUBPIX_B = "1.000000"
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gain = "1.250000"
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gamma = "3.000000"
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blacklevel = "0.050000"
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ambient = "0.000000"
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BGR = "1.000000"
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27
handheld/lcd-grid-v2-vba-color.slangp
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27
handheld/lcd-grid-v2-vba-color.slangp
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shaders = "2"
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shader0 = "shaders/color/vba-color.slang"
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filter_linear0 = "false"
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scale_type0 = "source"
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scale0 = "1.0"
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shader1 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
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filter_linear1 = "false"
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scale_type1 = "viewport"
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scale1 = "1.0"
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parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
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RSUBPIX_R = "1.000000"
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RSUBPIX_G = "0.000000"
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RSUBPIX_B = "0.000000"
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GSUBPIX_R = "0.000000"
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GSUBPIX_G = "1.000000"
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GSUBPIX_B = "0.000000"
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BSUBPIX_R = "0.000000"
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BSUBPIX_G = "0.000000"
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BSUBPIX_B = "1.000000"
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gain = "1.250000"
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gamma = "3.000000"
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blacklevel = "0.050000"
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ambient = "0.000000"
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BGR = "1.000000"
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@ -2,7 +2,7 @@
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layout(push_constant) uniform Push
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{
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float display_gamma;
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float darken_screen;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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*/
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// Shader that replicates the LCD dynamics from a GameBoy Advance
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#pragma parameter display_gamma "Light Intensity" 1.8 1.0 2.5 0.05
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#pragma parameter darken_screen "Darken Screen" 0.5 0.0 1.0 0.05
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#define target_gamma 2.2
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#define display_gamma 2.5
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#define sat 1.0
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#define lum 1.0
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#define lum 0.99
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#define contrast 1.0
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#define blr 0.0
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#define blg 0.0
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#define blb 0.0
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#define r 0.84
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#define g 0.67
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#define b 0.74
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#define rg 0.08
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#define rb 0.17
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#define gr 0.16
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#define gb 0.09
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#define b 0.73
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#define rg 0.09
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#define rb 0.15
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#define gr 0.18
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#define gb 0.10
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#define br 0.0
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#define bg 0.26
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#define overscan_percent_x 0.0
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@ -60,7 +61,7 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec4 screen = pow(texture(Source, vTexCoord), vec4(target_gamma)).rgba;
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vec4 screen = pow(texture(Source, vTexCoord), vec4(target_gamma + params.darken_screen)).rgba;
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vec4 avglum = vec4(0.5);
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screen = mix(screen, avglum, (1.0 - contrast));
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@ -77,5 +78,5 @@ mat4 adjust = mat4((1.0 - sat) * 0.3086 + sat, (1.0 - sat) * 0.3086, (1.0 - sat)
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color *= adjust;
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screen = clamp(screen * lum, 0.0, 1.0);
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screen = color * screen;
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FragColor = pow(screen, vec4(1.0 / params.display_gamma));
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FragColor = pow(screen, vec4(1.0 / display_gamma + (params.darken_screen / 8)));
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}
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@ -1,5 +1,10 @@
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#version 450
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layout(push_constant) uniform Push
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{
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float target_gamma;
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} params;
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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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Author: hunterk
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License: Public domain
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*/
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// Shader that replicates the LCD dynamics from an Original Nintendo DS
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// Shader that replicates the LCD dynamics from a Nintendo DS Phat
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#define display_gamma 2.25
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#define target_gamma 2.2
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#define sat 1.0
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#pragma parameter target_gamma "Gamma Mode" 2.0 2.0 2.4 0.2
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#define display_gamma 2.20
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#define sat 1.01
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#define lum 1.0
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#define contrast 1.0
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#define blr 0.0
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#define blg 0.0
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#define blb 0.0
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#define r 0.77
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#define g 0.65
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#define r 0.74
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#define g 0.63
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#define b 0.74
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#define rg 0.09
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#define rg 0.10
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#define rb 0.09
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#define gr 0.23
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#define gr 0.26
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#define gb 0.11
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#define br 0.0
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#define bg 0.26
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#define bg 0.27
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#define overscan_percent_x 0.0
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#define overscan_percent_y 0.0
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void main()
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{
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vec4 screen = pow(texture(Source, vTexCoord), vec4(target_gamma)).rgba;
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vec4 screen = pow(texture(Source, vTexCoord), vec4(params.target_gamma)).rgba;
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vec4 avglum = vec4(0.5);
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screen = mix(screen, avglum, (1.0 - contrast));
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#version 450
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layout(push_constant) uniform Push
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{
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float target_gamma;
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} params;
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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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Author: hunterk
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License: Public domain
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*/
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// Shader that replicates the LCD dynamics from PSP 1000 and PSP 2000
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#pragma parameter target_gamma "Gamma Mode" 2.2 2.2 2.4 0.2
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#define display_gamma 2.2
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#define target_gamma 2.21
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#define sat 1.0
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#define lum 1.0
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#define contrast 1.0
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#define blr 0.0
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#define blg 0.0
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#define blb 0.0
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#define r 0.97
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#define g 0.75
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#define b 0.995
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#define rg 0.01
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#define rb 0.0025
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#define gr 0.005
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#define gb 0.0025
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#define r 0.95
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#define g 0.80
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#define b 0.98
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#define rg 0.03
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#define rb 0.01
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#define gr 0.02
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#define gb 0.01
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#define br 0.0
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#define bg 0.24
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#define bg 0.17
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#define overscan_percent_x 0.0
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#define overscan_percent_y 0.0
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void main()
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{
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vec4 screen = pow(texture(Source, vTexCoord), vec4(target_gamma)).rgba;
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vec4 screen = pow(texture(Source, vTexCoord), vec4(params.target_gamma)).rgba;
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vec4 avglum = vec4(0.5);
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screen = mix(screen, avglum, (1.0 - contrast));
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