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https://github.com/italicsjenga/slang-shaders.git
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add phosphorlut shader
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parent
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41
crt/phosphorlut.slangp
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41
crt/phosphorlut.slangp
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shaders = 5
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shader0 = shaders/phosphorlut/scanlines-interlace-linearize.slang
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alias0 = firstPass
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scale0 = 2.0
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scale_type0 = source
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srgb_framebuffer0 = true
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filter_linear0 = false
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shader1 = ../blurs/blur5fast-vertical.slang
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scale_type1 = source
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scale1 = 1.0
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srgb_framebuffer1 = true
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filter_linear1 = true
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alias1 = blurPassV
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shader2 = ../blurs/blur5fast-horizontal.slang
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alias2 = blurPass
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filter_linear2 = true
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scale2 = 1.0
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scale_type2 = source
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srgb_framebuffer2 = true
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shader3 = shaders/phosphorlut/phosphorlut-pass0.slang
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alias3 = phosphorPass
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filter_linear3 = true
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scale_type3 = source
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scale_x3 = 4.0
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scale_y3 = 2.0
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srgb_framebuffer3 = true
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shader4 = shaders/phosphorlut/phosphorlut-pass1.slang
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filter_linear4 = true
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textures = "Phosphors"
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Phosphors = shaders/phosphorlut/luts/rgb-shadowmask.png
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//Phosphors = shaders/phosphorlut/luts/cmy-shadowmask.png
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//Phosphors = shaders/phosphorlut/luts/rgb-aperture-grille.png
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//Phosphors = shaders/phosphorlut/luts/cmy-aperture-grille.png
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//Phosphors = shaders/phosphorlut/luts/rgb-slotmask.png
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//Phosphors = shaders/phosphorlut/luts/cmy-slotmask.png
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BIN
crt/shaders/phosphorlut/luts/cmy-aperture-grille.png
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crt/shaders/phosphorlut/luts/cmy-aperture-grille.png
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crt/shaders/phosphorlut/luts/cmy-shadowmask.png
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crt/shaders/phosphorlut/luts/cmy-shadowmask.png
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crt/shaders/phosphorlut/luts/cmy-slotmask.png
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crt/shaders/phosphorlut/luts/cmy-slotmask.png
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crt/shaders/phosphorlut/luts/rgb-aperture-grille.png
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crt/shaders/phosphorlut/luts/rgb-aperture-grille.png
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crt/shaders/phosphorlut/luts/rgb-shadowmask.png
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crt/shaders/phosphorlut/luts/rgb-shadowmask.png
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crt/shaders/phosphorlut/luts/rgb-slotmask.png
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crt/shaders/phosphorlut/luts/rgb-slotmask.png
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48
crt/shaders/phosphorlut/phosphorlut-pass0.slang
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48
crt/shaders/phosphorlut/phosphorlut-pass0.slang
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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 PHOSPHOR_SCALE_X;
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float PHOSPHOR_SCALE_Y;
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} params;
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#pragma parameter PHOSPHOR_SCALE_X "Phosphor Scale X" 2.0 1.0 12.0 1.0
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#pragma parameter PHOSPHOR_SCALE_Y "Phosphor Scale Y" 4.0 1.0 12.0 1.0
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#define PHOSPHOR_SCALE_X params.PHOSPHOR_SCALE_X
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#define PHOSPHOR_SCALE_Y params.PHOSPHOR_SCALE_Y
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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;
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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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layout(set = 0, binding = 3) uniform sampler2D Phosphors;
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layout(set = 0, binding = 4) uniform sampler2D firstPass;
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void main()
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{
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vec4 screen = vec4(texture(firstPass, vTexCoord).rgb, 1.0);
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vec2 LUTeffectiveCoord = vec2(fract(vTexCoord.x * params.SourceSize.x / PHOSPHOR_SCALE_X), fract(vTexCoord.y * params.SourceSize.y / PHOSPHOR_SCALE_Y));
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vec4 phosphor_grid = vec4(texture(Phosphors, LUTeffectiveCoord).rgb, 1.0);
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FragColor = screen * phosphor_grid;
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}
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52
crt/shaders/phosphorlut/phosphorlut-pass1.slang
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52
crt/shaders/phosphorlut/phosphorlut-pass1.slang
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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 diffusion;
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float out_gamma;
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} params;
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#pragma parameter diffusion "Halation Strength" 0.5 0.0 1.0 0.01
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#pragma parameter out_gamma "Display Gamma" 2.2 1.5 3.0 0.1
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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;
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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 firstPass;
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layout(set = 0, binding = 3) uniform sampler2D blurPass;
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layout(set = 0, binding = 4) uniform sampler2D phosphorPass;
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//layout(set = 0, binding = 5) uniform sampler2D blurPassV;
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void main()
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{
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vec3 scanlines = texture(firstPass, vTexCoord).rgb;
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// vec3 blurV = texture(blurPassV, vTexCoord).rgb;
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vec3 blurH = texture(blurPass, vTexCoord).rgb;
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vec3 blurLines = (scanlines + blurH) / 2.0;
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vec3 phosphors = texture(phosphorPass, vTexCoord).rgb;
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vec3 glow = (phosphors + blurH) / 2.0;
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vec3 halation = mix(blurLines, phosphors, params.diffusion);
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//vec3 halation = 1.0 - (1.0 - phosphors) * (1.0 - blurLines);
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halation = 1.0 - (1.0 - halation) * (1.0 - scanlines);
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FragColor = vec4(pow(halation, vec3(1.0 / params.out_gamma)), 1.0);
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}
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67
crt/shaders/phosphorlut/scanlines-interlace-linearize.slang
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67
crt/shaders/phosphorlut/scanlines-interlace-linearize.slang
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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float percent;
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float enable_480i;
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float top_field_first;
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float input_gamma;
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} registers;
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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 parameter input_gamma "CRT Gamma" 2.5 0.0 5.0 0.1
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#pragma parameter percent "Interlacing Scanline Bright %" 0.0 0.0 1.0 0.05
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#pragma parameter enable_480i "Enable 480i Mode" 1.0 0.0 1.0 1.0
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#pragma parameter top_field_first "Top Field First Enable" 0.0 0.0 1.0 1.0
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/*
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Interlacing
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Author: hunterk
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License: Public domain
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Note: This shader is designed to work with the typical interlaced output from an emulator, which displays both even and odd fields twice.
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This shader will un-weave the image, resulting in a standard, alternating-field interlacing.
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*/
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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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vec4 res = texture(Source, vTexCoord).rgba;
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float y = 0.0;
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float tick = registers.FrameCount;
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// assume anything with a vertical resolution greater than 400 lines is interlaced
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if (registers.SourceSize.y > 400.0)
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{y = registers.SourceSize.y * vTexCoord.y + (tick * registers.enable_480i) + registers.top_field_first;}
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else
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{y = 2.0 * registers.SourceSize.y * vTexCoord.y + registers.top_field_first;}
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if (mod(y, 1.99999) > 0.99999)
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{res = res;}
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else
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{res = vec4(registers.percent) * res;}
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FragColor = pow(res, vec4(registers.input_gamma));
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}
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