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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
add leilei's 3dfx shader
This commit is contained in:
parent
8c36b4b824
commit
a4892fa2a3
18
3dfx/3dfx_4x1.slangp
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18
3dfx/3dfx_4x1.slangp
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shaders = 6
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shader0 = shaders/3dfx_pass_0.slang
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shader1 = shaders/3dfx_pass_1.slang
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shader2 = shaders/3dfx_pass_1.slang
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shader3 = shaders/3dfx_pass_1.slang
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shader4 = shaders/3dfx_pass_1.slang
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shader5 = shaders/3dfx_pass_2.slang
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filter_linear0 = true
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filter_linear1 = true
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filter_linear2 = true
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filter_linear3 = true
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filter_linear4 = true
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scale_type_x0 = "source"
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scale_x0 = "1.000000"
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scale_type_y0 = "source"
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scale_y0 = "1.000000"
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167
3dfx/shaders/3dfx_pass_0.slang
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167
3dfx/shaders/3dfx_pass_0.slang
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#version 450
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// "LeiFX" shader - "dither" and reduction process
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//
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// Copyright (C) 2013-2014 leilei
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//
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or (at your option)
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// any later version.
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// This table came from the wikipedia article about Ordered Dithering. NOT MAME. Just to clarify.
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float erroredtable[16] = {
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16,4,13,1,
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8,12,5,9,
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14,2,15,3,
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6,10,7,11
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};
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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 LEIFX_LINES;
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} params;
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#pragma parameter LEIFX_LINES "LeiFX Line Intensity" 0.05 0.00 1.00 0.01
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#define LEIFX_LINES params.LEIFX_LINES
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#define saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(c) mix(c)
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#define mul(a,b) (b*a)
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#define fmod(c) mod(c)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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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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#define DITHERAMOUNT 0.5f // was 0.33f
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#define DITHERBIAS -1 // 0 to 16, biases the value of the dither up. - was 8
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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;
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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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float2 res;
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float3 outcolor = tex2D(Source, vTexCoord).rgb;
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res.x = params.SourceSize.x;
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res.y = params.SourceSize.y;
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float2 ditheu = vTexCoord.xy * res.xy;
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ditheu.x = vTexCoord.x * res.x;
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ditheu.y = vTexCoord.y * res.y;
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// Dither. Total rewrite.
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// NOW, WHAT PIXEL AM I!??
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int ditdex = int(mod(ditheu.x, 4.0)) * 4 + int(mod(ditheu.y, 4.0)); // 4x4!
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vec3 color;
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vec3 colord;
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color.r = outcolor.r * 255;
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color.g = outcolor.g * 255;
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color.b = outcolor.b * 255;
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float yeh = 0.0;
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float ohyes = 0.0;
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// for (yeh=ditdex; yeh<(ditdex+16); yeh++) ohyes = pow(erroredtable[yeh-15], 0.72f);
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if (yeh++==ditdex) ohyes = erroredtable[0];
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else if (yeh++==ditdex) ohyes = erroredtable[1];
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else if (yeh++==ditdex) ohyes = erroredtable[2];
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else if (yeh++==ditdex) ohyes = erroredtable[3];
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else if (yeh++==ditdex) ohyes = erroredtable[4];
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else if (yeh++==ditdex) ohyes = erroredtable[5];
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else if (yeh++==ditdex) ohyes = erroredtable[6];
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else if (yeh++==ditdex) ohyes = erroredtable[7];
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else if (yeh++==ditdex) ohyes = erroredtable[8];
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else if (yeh++==ditdex) ohyes = erroredtable[9];
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else if (yeh++==ditdex) ohyes = erroredtable[10];
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else if (yeh++==ditdex) ohyes = erroredtable[11];
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else if (yeh++==ditdex) ohyes = erroredtable[12];
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else if (yeh++==ditdex) ohyes = erroredtable[13];
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else if (yeh++==ditdex) ohyes = erroredtable[14];
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else if (yeh++==ditdex) ohyes = erroredtable[15];
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// Adjust the dither thing
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ohyes = 17 - (ohyes - 1); // invert
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ohyes *= DITHERAMOUNT;
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ohyes += DITHERBIAS;
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colord.r = color.r + ohyes;
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colord.g = color.g + (ohyes / 2);
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colord.b = color.b + ohyes;
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outcolor.rgb = colord.rgb * 0.003921568627451; // divide by 255, i don't trust em
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//
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// Reduce to 16-bit color
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//
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float3 why = float3(1.0);
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float3 reduceme = float3(1.0);
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float radooct = 32; // 32 is usually the proper value
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reduceme.r = pow(outcolor.r, why.r);
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reduceme.r *= radooct;
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reduceme.r = int(floor(reduceme.r));
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reduceme.r /= radooct;
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reduceme.r = pow(reduceme.r, why.r);
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reduceme.g = pow(outcolor.g, why.g);
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reduceme.g *= radooct * 2;
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reduceme.g = int(floor(reduceme.g));
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reduceme.g /= radooct * 2;
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reduceme.g = pow(reduceme.g, why.g);
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reduceme.b = pow(outcolor.b, why.b);
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reduceme.b *= radooct;
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reduceme.b = int(floor(reduceme.b));
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reduceme.b /= radooct;
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reduceme.b = pow(reduceme.b, why.b);
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outcolor.rgb = reduceme.rgb;
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// Add the purple line of lineness here, so the filter process catches it and gets gammaed.
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{
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float leifx_linegamma = (LEIFX_LINES / 10);
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float horzline1 = (mod(ditheu.y, 2.0));
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if (horzline1 < 1) leifx_linegamma = 0;
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outcolor.r += leifx_linegamma;
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outcolor.b += leifx_linegamma;
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}
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FragColor = vec4(outcolor, 1.0);
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}
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109
3dfx/shaders/3dfx_pass_1.slang
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109
3dfx/shaders/3dfx_pass_1.slang
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#version 450
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// "LeiFX" shader - Pixel filtering process
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//
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// Copyright (C) 2013-2014 leilei
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//
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or (at your option)
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// any later version.
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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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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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#define saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(c) mix(c)
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#define mul(a,b) (b*a)
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#define fmod(c) mod(c)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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#define FILTCAP 0.04 // filtered pixel should not exceed this
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#define FILTCAPG (FILTCAP / 2)
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#define LEIFX_PIXELWIDTH 0.50f
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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;
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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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float3 outcolor = tex2D(Source, vTexCoord).rgb;
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float2 pixel;
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pixel.x = params.SourceSize.z;
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pixel.y = params.SourceSize.w;
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float3 pixel1 = tex2D(Source, vTexCoord + float2((pixel.x), 0)).rgb;
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float3 pixel2 = tex2D(Source, vTexCoord + float2(-pixel.x, 0)).rgb;
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float3 pixelblend;
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// New filter
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{
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float3 pixeldiff;
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float3 pixelmake;
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float3 pixeldiffleft;
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pixelmake.rgb = float3(0.0);
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pixeldiff.rgb = pixel2.rgb- outcolor.rgb;
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pixeldiffleft.rgb = pixel1.rgb - outcolor.rgb;
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if (pixeldiff.r > FILTCAP) pixeldiff.r = FILTCAP;
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if (pixeldiff.g > FILTCAPG) pixeldiff.g = FILTCAPG;
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if (pixeldiff.b > FILTCAP) pixeldiff.b = FILTCAP;
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if (pixeldiff.r < -FILTCAP) pixeldiff.r = -FILTCAP;
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if (pixeldiff.g < -FILTCAPG) pixeldiff.g = -FILTCAPG;
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if (pixeldiff.b < -FILTCAP) pixeldiff.b = -FILTCAP;
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if (pixeldiffleft.r > FILTCAP) pixeldiffleft.r = FILTCAP;
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if (pixeldiffleft.g > FILTCAPG) pixeldiffleft.g = FILTCAPG;
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if (pixeldiffleft.b > FILTCAP) pixeldiffleft.b = FILTCAP;
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if (pixeldiffleft.r < -FILTCAP) pixeldiffleft.r = -FILTCAP;
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if (pixeldiffleft.g < -FILTCAPG) pixeldiffleft.g = -FILTCAPG;
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if (pixeldiffleft.b < -FILTCAP) pixeldiffleft.b = -FILTCAP;
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pixelmake.rgb = (pixeldiff.rgb / 4) + (pixeldiffleft.rgb / 16);
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outcolor.rgb = (outcolor.rgb + pixelmake.rgb);
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}
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FragColor = vec4(outcolor, 1.0);
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}
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90
3dfx/shaders/3dfx_pass_2.slang
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90
3dfx/shaders/3dfx_pass_2.slang
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#version 450
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// "LeiFX" shader - Gamma process
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//
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// Copyright (C) 2013-2014 leilei
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//
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or (at your option)
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// any later version.
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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 GAMMA_LEVEL;
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} params;
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#pragma parameter GAMMA_LEVEL "LeiFX Gamma Correction" 1.3 0.00 2.00 0.01
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#define GAMMA_LEVEL params.GAMMA_LEVEL
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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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#define saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(c) mix(c)
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#define mul(a,b) (b*a)
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#define fmod(c) mod(c)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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float mod2(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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//float GAMMA_LEVEL = 1.0;
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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;
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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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float3 outcolor = tex2D(Source, vTexCoord).rgb;
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float2 res;
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res.x = params.SourceSize.x;
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res.y = params.SourceSize.y;
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// Gamma scanlines
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// the Voodoo drivers usually supply a 1.3 gamma setting whether people liked it or not
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// but it was enough to brainwash the competition for looking 'too dark'
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outcolor.r = pow(outcolor.r, 1.0 / GAMMA_LEVEL);
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outcolor.g = pow(outcolor.g, 1.0 / GAMMA_LEVEL);
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outcolor.b = pow(outcolor.b, 1.0 / GAMMA_LEVEL);
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FragColor = vec4(outcolor, 1.0);
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}
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