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Add video_scale parameter directive in gb-pass1
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@ -21,11 +21,14 @@ layout(std140, set = 0, binding = 0) uniform UBO
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// 0 - only the space between dots is blending
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// 0 - only the space between dots is blending
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// 1 - all texels are blended
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// 1 - all texels are blended
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#pragma parameter blending_mode "Blending Mode" 0.0 0.0 1.0 1.0
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#pragma parameter blending_mode "Blending Mode" 0.0 0.0 1.0 1.0
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// The amount of alpha swapped between neighboring texels
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// The amount of alpha swapped between neighboring texels
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#pragma parameter adjacent_texel_alpha_blending "Neighbor Blending" 0.76 0.0 1.0 0.01
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#pragma parameter adjacent_texel_alpha_blending "Neighbor Blending" 0.76 0.0 1.0 0.01
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// Set video scale when used in console-border shaders
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#pragma parameter video_scale "Video Scale" 3.0 2.0 20.0 1.0
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///////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////
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// //
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// //
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// Gameboy Classic Shader v0.2.2 //
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// Gameboy Classic Shader v0.2.2 //
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@ -87,7 +90,7 @@ void main()
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blur_coords_lower_bound = vec2(0.0);
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blur_coords_lower_bound = vec2(0.0);
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blur_coords_upper_bound = texel * (registers.OutputSize.xy - vec2(2.0));
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blur_coords_upper_bound = texel * (registers.OutputSize.xy - vec2(2.0));
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vec2 half_lcd_size = vec2(0.5) * ((registers.OriginalSize.xy * vec2(registers.video_scale)) / registers.OutputSize.xy);
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vec2 half_lcd_size = vec2(0.5) * ((registers.OriginalSize.xy * registers.video_scale) / registers.OutputSize.xy);
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lcd_bounds_upleft = vec2(0.5) - half_lcd_size;
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lcd_bounds_upleft = vec2(0.5) - half_lcd_size;
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lcd_bounds_downright = vec2(0.5) + half_lcd_size;
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lcd_bounds_downright = vec2(0.5) + half_lcd_size;
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}
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}
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