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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
Update fake-crt-geom-potato.slang (#425)
* Update fake-crt-geom-potato.slang * add retro-palettes * Add EGA filter with dithering
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@ -19,12 +19,13 @@ layout(push_constant) uniform Push
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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 "Scanline Intensity" 0.30 0.0 1.0 0.05
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#pragma parameter SCANLINE "Scanline Intensity" 0.70 0.0 1.0 0.05
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#define SCANLINE params.SCANLINE
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#pragma parameter cgwg "CGWG mask brightness " 0.7 0.0 1.0 0.1
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#pragma parameter cgwg "Mask Intensity " 0.8 0.0 1.0 0.05
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#define cgwg params.cgwg
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#define pi 3.141592654
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layout(std140, set = 0, binding = 0) uniform UBO
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@ -36,47 +37,38 @@ layout(std140, set = 0, binding = 0) uniform UBO
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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 float omega;
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layout(location = 1) out vec2 p;
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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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omega = pi * params.SourceSize.y * 2.0;
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p = vTexCoord * params.SourceSize.xy;
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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 float omega;
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layout(location = 0) out vec4 FragColor;
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layout(location = 1) in vec2 p;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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///////////////////////////////////////////////////////////////////////////////////////////////
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// CGWG mask calculation
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vec3 Mask(float pos)
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{
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float mf = fract(pos * 0.5);
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if (mf <0.5) return vec3(1.0,cgwg,1.0);
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else return vec3(cgwg,1.0,cgwg);
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}
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void main()
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{
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vec2 pos = vTexCoord.xy;
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vec3 res = texture(Source, pos).rgb;
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if (params.OriginalSize.y < 400.0)
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res = res * (1.0 + SCANLINE * sin(pos.y * omega));
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else res;
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res *=res;
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res *= SCANLINE * sin(fract(p.y)*pi) +(1.0-SCANLINE);
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// apply the mask
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res *= Mask(pos.x*params.OutputSize.x * 1.0001);
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res *= cgwg * sin(fract(pos.x*0.5*params.OutputSize.x)*pi) +(1.0-cgwg);
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res = sqrt(res);
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res *= boost;
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FragColor = vec4(res,1.0);
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4
misc/ega.slangp
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4
misc/ega.slangp
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@ -0,0 +1,4 @@
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shaders = 1
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shader0 = shaders/ega.slang
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scale_type0 = source
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4
misc/retro-palettes.slangp
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4
misc/retro-palettes.slangp
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@ -0,0 +1,4 @@
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shaders = 1
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shader0 = shaders/retro-palettes.slang
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scale_type0 = source
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132
misc/shaders/ega.slang
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132
misc/shaders/ega.slang
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@ -0,0 +1,132 @@
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#version 450
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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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} params;
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#define _ 0.0
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#define o (1./3.)
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#define b (2./3.)
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#define B 1.0
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#define color_enhance 1.0
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#define SourceSize params.SourceSize
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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 = 2) uniform sampler2D Source;
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// Color lookup table (RGBI palette with brown fix)
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const vec3 rgbi_palette[19] =
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{
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vec3(_, _, _),
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vec3(_, _, b),
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vec3(_, b, _),
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vec3(_, b, _),
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vec3(_, b, _),
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vec3(_, b, _),
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vec3(_, b, b),
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vec3(b, _, _),
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vec3(b, _, b),
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vec3(b, o, _),
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vec3(b, b, b),
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vec3(o, o, o),
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vec3(o, o, B),
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vec3(o, B, o),
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vec3(o, B, B),
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vec3(B, o, o),
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vec3(B, o, B),
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vec3(B, B, o),
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vec3(B, B, B),
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};
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// Came off the wikipedia(R) article for Ordered_Dithering
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const int dithertable[16] =
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{
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1, 9, 3,11,
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13, 5,15, 7,
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4,12, 2,10,
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16, 8,14, 6,
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};
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// Compare vector distances and return nearest RGBI color
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vec3 nearest_rgbi (vec3 original)
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{
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float dst;
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float min_dst = 2.0;
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int idx = 0;
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for (int i=0; i<19; i++)
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{
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dst = distance(original, rgbi_palette[i]);
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if (dst < min_dst)
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{
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min_dst = dst;
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idx = i;
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}
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}
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return rgbi_palette[idx];
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}
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float modu(float x, float y)
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{
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return x - y * floor(x/y);
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}
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//fragment
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void main()
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{
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vec3 color = texture(Source, vTexCoord.xy).rgb;
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// leilei - dither
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vec2 res;
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vec2 tex=vTexCoord.xy;
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res.x = SourceSize.x;
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if (SourceSize.y < 900.0)
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res.y = SourceSize.y;
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else
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res.y = SourceSize.y / 2.0;
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int ohyes;
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int i;
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vec2 ditheu = tex.xy * res.xy;
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int ditdex = int(modu(ditheu.x, 4))*4 + int(modu(ditheu.y, 4)); // 4x4!
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// looping through a lookup table matrix
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for (i = ditdex; i < (ditdex+16); i = i+1)
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ohyes = dithertable[i-15] * 2 - 21;
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ohyes = ohyes - 6;
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color *= 255.0;
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color += ohyes;
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color /= 255.0;
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FragColor = vec4(nearest_rgbi(color*color_enhance), 1.0);
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}
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47
misc/shaders/retro-palettes.slang
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47
misc/shaders/retro-palettes.slang
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@ -0,0 +1,47 @@
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#version 450
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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 pal;
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} params;
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#pragma parameter pal "color palette colors: (1+x)^3" 1.0 1.0 15.0 1.0
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#pragma parameter something "1: ZX Spectrum, 2: Amstrad, 3: EGA, 7:Genesis, 15:Amiga" 0.0 0.0 0.0 0.0
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#define pal params.pal
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#define SourceSize params.SourceSize
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#define OutputSize params.OutputSize
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#define OriginalSize params.OriginalSize
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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 = 2) uniform sampler2D Source;
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void main()
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{
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vec3 res = texture(Source,vTexCoord).rgb;
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res= round(res*pal)/pal;
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FragColor = vec4(res,1.0);
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}
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