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add fake-crt-geom-potato (#409)
* add fake-crt-geom-potato * add fake-crt-geom-potato * Update fake-crt-geom.slang Add cheap Color Temperature Control
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crt/fake-crt-geom-potato.slangp
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crt/fake-crt-geom-potato.slangp
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shaders = 1
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shader0 = shaders/fake-crt-geom-potato.slang
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filter_linear0 = true
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scale_type0 = viewport
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crt/shaders/fake-crt-geom-potato.slang
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crt/shaders/fake-crt-geom-potato.slang
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#version 450
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// Simple scanlines with curvature and mask effects lifted from crt-geom
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// original by hunterk, edited by DariusG
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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 SCANLINE;
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float cgwg;
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float boost;
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} params;
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// Parameter lines go here:
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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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#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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#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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{
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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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layout(location = 1) out float omega;
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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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}
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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(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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// apply the mask
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res *= Mask(pos.x*params.OutputSize.x * 1.0001);
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res *= boost;
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FragColor = vec4(res,1.0);
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}
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@ -16,7 +16,9 @@ layout(push_constant) uniform Push
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float cgwg;
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float cgwg;
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float boost;
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float boost;
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float SHARPNESS;
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float SHARPNESS;
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float SPEEDUP;
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float SPEEDUP;
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float WP;
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} params;
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} params;
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// Parameter lines go here:
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// Parameter lines go here:
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@ -41,6 +43,9 @@ 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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#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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#define boost params.boost
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#pragma parameter WP "Color Temperature" 0.0 -0.25 0.25 0.01
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#define WP params.WP
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#pragma parameter SPEEDUP "Speed-up. Warp,Gamma,Corner disabled" 0.0 0.0 1.0 1.0
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#pragma parameter SPEEDUP "Speed-up. Warp,Gamma,Corner disabled" 0.0 0.0 1.0 1.0
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#define SPEEDUP params.SPEEDUP
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#define SPEEDUP params.SPEEDUP
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@ -157,6 +162,7 @@ void main()
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vec3 color = scanline(pos.y, res);
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vec3 color = scanline(pos.y, res);
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if (SPEEDUP == 0.0) color = pow( color, out_gamma); else color;
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if (SPEEDUP == 0.0) color = pow( color, out_gamma); else color;
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if (SPEEDUP == 0.0 ) color = color*corner(tc);
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if (SPEEDUP == 0.0 ) color = color*corner(tc);
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color.rgb *= vec3(1.0+WP,1.0,1.0-WP);
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FragColor = vec4(color,1.0) ;
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FragColor = vec4(color,1.0) ;
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