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Merge pull request #56 from Monroe88/nes-color
(nes-color-decoder) Use degrees for the Hue parameter
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a8206e90d6
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@ -20,20 +20,20 @@ layout(std140, set = 0, binding = 0) uniform UBO
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layout(push_constant) uniform Push
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{
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float nes_saturation;
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float nes_hue_tweak;
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float nes_hue;
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float nes_contrast;
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float nes_brightness;
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float nes_gamma;
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} params;
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#pragma parameter nes_saturation "Saturation" 1.0 0.0 5.0 0.05
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#pragma parameter nes_hue_tweak "Hue" 0.0 -10.0 10.0 0.05
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#pragma parameter nes_hue "Hue" 0.0 -360.0 360.0 1.0
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#pragma parameter nes_contrast "Contrast" 1.0 0.0 2.0 0.05
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#pragma parameter nes_brightness "Brightness" 1.0 0.0 2.0 0.05
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#pragma parameter nes_gamma "Gamma" 1.8 1.0 2.5 0.05
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#define saturation params.nes_saturation
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#define hue_tweak params.nes_hue_tweak
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#define hue params.nes_hue
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#define contrast params.nes_contrast
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#define brightness params.nes_brightness
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#define gamma params.nes_gamma
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@ -90,6 +90,8 @@ vec3 MakeRGBColor(int emphasis, int level, int color)
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v = (v - 0.5) * contrast + 0.5;
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v *= (brightness / 12.0);
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float hue_tweak = hue * 12.0 / 360.0;
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y += v;
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i += v * cos((3.141592653 / 6.0) * (p + hue_tweak) );
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q += v * sin((3.141592653 / 6.0) * (p + hue_tweak) );
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@ -20,20 +20,20 @@ layout(std140, set = 0, binding = 0) uniform UBO
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layout(push_constant) uniform Push
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{
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float nes_saturation;
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float nes_hue_tweak;
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float nes_hue;
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float nes_contrast;
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float nes_brightness;
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float nes_gamma;
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} params;
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#pragma parameter nes_saturation "Saturation" 1.0 0.0 5.0 0.05
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#pragma parameter nes_hue_tweak "Hue" 0.0 -10.0 10.0 0.05
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#pragma parameter nes_hue "Hue" 0.0 -360.0 360.0 1.0
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#pragma parameter nes_contrast "Contrast" 1.0 0.0 2.0 0.05
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#pragma parameter nes_brightness "Brightness" 1.0 0.0 2.0 0.05
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#pragma parameter nes_gamma "Gamma" 1.8 1.0 2.5 0.05
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#define saturation params.nes_saturation
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#define hue_tweak params.nes_hue_tweak
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#define hue params.nes_hue
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#define contrast params.nes_contrast
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#define brightness params.nes_brightness
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#define gamma params.nes_gamma
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@ -90,6 +90,8 @@ vec3 MakeRGBColor(int emphasis, int level, int color)
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v = (v - 0.5) * contrast + 0.5;
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v *= (brightness / 12.0);
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float hue_tweak = hue * 12.0 / 360.0;
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y += v;
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i += v * cos((3.141592653 / 6.0) * (p + hue_tweak) );
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q += v * sin((3.141592653 / 6.0) * (p + hue_tweak) );
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@ -20,20 +20,20 @@ layout(std140, set = 0, binding = 0) uniform UBO
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layout(push_constant) uniform Push
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{
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float nes_saturation;
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float nes_hue_tweak;
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float nes_hue;
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float nes_contrast;
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float nes_brightness;
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float nes_gamma;
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} params;
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#pragma parameter nes_saturation "Saturation" 1.0 0.0 5.0 0.05
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#pragma parameter nes_hue_tweak "Hue" 0.0 -10.0 10.0 0.05
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#pragma parameter nes_hue "Hue" 0.0 -360.0 360.0 1.0
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#pragma parameter nes_contrast "Contrast" 1.0 0.0 2.0 0.05
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#pragma parameter nes_brightness "Brightness" 1.0 0.0 2.0 0.05
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#pragma parameter nes_gamma "Gamma" 1.8 1.0 2.5 0.05
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#define saturation params.nes_saturation
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#define hue_tweak params.nes_hue_tweak
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#define hue params.nes_hue
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#define contrast params.nes_contrast
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#define brightness params.nes_brightness
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#define gamma params.nes_gamma
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@ -90,6 +90,8 @@ vec3 MakeRGBColor(int emphasis, int level, int color)
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v = (v - 0.5) * contrast + 0.5;
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v *= (brightness / 12.0);
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float hue_tweak = hue * 12.0 / 360.0;
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y += v;
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i += v * cos((3.141592653 / 6.0) * (p + hue_tweak) );
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q += v * sin((3.141592653 / 6.0) * (p + hue_tweak) );
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