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https://github.com/italicsjenga/slang-shaders.git
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update crt-guest-sm
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@ -50,41 +50,59 @@ layout(push_constant) uniform Push
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vec4 OriginalSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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vec4 OutputSize;
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uint FrameCount;
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uint FrameCount;
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float smart, brightboost, scanline, beam_min, beam_max, s_gamma, h_sharp, mask, maskstr, masksize, gamma_out;
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float smart, brightboost1, brightboost2, stype, scanline1, scanline2, beam_min, beam_max, s_beam, saturation1, h_sharp, mask, maskmode, maskdark, maskbright, masksize, gamma_out;
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} params;
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} params;
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// smart Y integer scaline
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// smart Y integer scaline
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#pragma parameter smart "Smart Y Integer Scaling" 0.0 0.0 1.0 1.0
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#pragma parameter smart "Smart Y Integer Scaling" 0.0 0.0 1.0 1.0
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// adjust brightness
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// adjust brightness dark colors
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#pragma parameter brightboost "Bright boost" 1.15 0.5 2.0 0.05
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#pragma parameter brightboost1 "Bright boost dark colors" 1.50 0.5 3.0 0.05
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// adjust brightness bright colors
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#pragma parameter brightboost2 "Bright boost bright colors" 1.10 0.5 2.0 0.05
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// scanline type
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#pragma parameter stype "Scanline Type" 0.0 0.0 2.0 1.0
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// scanline param, vertical sharpness
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// scanline param, vertical sharpness
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#pragma parameter scanline "Scanline adjust" 8.0 1.0 12.0 1.0
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#pragma parameter scanline1 "Scanline Shape Center" 8.0 2.0 14.0 0.5
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// scanline param, vertical sharpness
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#pragma parameter scanline2 "Scanline Shape Edges" 8.0 4.0 16.0 0.5
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// dark area beam min - narrow
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// dark area beam min - narrow
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#pragma parameter beam_min "Scanline dark" 1.35 0.5 2.0 0.05
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#pragma parameter beam_min "Scanline dark" 1.40 0.5 2.0 0.05
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// bright area beam max -wide
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// bright area beam max -wide
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#pragma parameter beam_max "Scanline bright" 1.05 0.5 2.0 0.05
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#pragma parameter beam_max "Scanline bright" 1.10 0.5 2.0 0.05
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// scanline gamma
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// Overgrown Bright Beam
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#pragma parameter s_gamma "Scanline gamma" 2.4 1.5 3.0 0.05
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#pragma parameter s_beam "Overgrown Bright Beam" 0.75 0.0 1.0 0.05
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// Scanline Saturation
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#pragma parameter saturation1 "Scanline Saturation" 2.75 0.0 6.0 0.25
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// pixel sharpness
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// pixel sharpness
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#pragma parameter h_sharp "Horizontal sharpness" 2.0 1.0 5.0 0.05
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#pragma parameter h_sharp "Horizontal sharpness" 2.0 1.0 5.0 0.05
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// crt mask
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// crt mask
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#pragma parameter mask "CRT Mask (3&4 are 4k masks)" 0.0 0.0 4.0 1.0
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#pragma parameter mask "CRT Mask (3&4 are 4k masks)" 0.0 0.0 4.0 1.0
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// raw crt mask strength
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// CRT Mask Mode: Classic, Fine, Coarse
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#pragma parameter maskstr "Raw CRT Mask Strength" 0.15 0.0 1.0 0.05
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#pragma parameter maskmode "CRT Mask Mode: Classic, Fine, Coarse" 0.0 0.0 2.0 1.0
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// CRT Mask Strength Dark Pixels
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#pragma parameter maskdark "CRT Mask Strength Dark Pixels" 1.0 0.0 1.5 0.05
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// CRT Mask Strength Bright Pixels
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#pragma parameter maskbright "CRT Mask Strength Bright Pixels" 0.20 -0.5 1.0 0.05
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// crt mask size
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// crt mask size
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#pragma parameter masksize "CRT Mask Size" 1.0 1.0 2.0 1.0
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#pragma parameter masksize "CRT Mask Size" 1.0 1.0 2.0 1.0
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// gamma out
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// gamma out
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#pragma parameter gamma_out "Gamma Out" 2.40 1.0 3.0 0.05
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#pragma parameter gamma_out "Gamma Out" 2.40 1.0 3.0 0.05
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#define smart params.smart
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#define smart params.smart
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#define brightboost params.brightboost
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#define brightboost1 params.brightboost1
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#define scanline params.scanline
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#define brightboost2 params.brightboost2
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#define stype params.stype
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#define scanline1 params.scanline1
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#define scanline2 params.scanline2
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#define beam_min params.beam_min
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#define beam_min params.beam_min
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#define beam_max params.beam_max
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#define beam_max params.beam_max
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#define s_gamma params.s_gamma
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#define s_beam params.s_beam
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#define saturation1 params.saturation1
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#define h_sharp params.h_sharp
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#define h_sharp params.h_sharp
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#define mask params.mask
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#define mask params.mask
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#define maskstr params.maskstr
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#define maskmode params.maskmode
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#define maskdark params.maskdark
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#define maskbright params.maskbright
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#define masksize params.masksize
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#define masksize params.masksize
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#define gamma_out params.gamma_out
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#define gamma_out params.gamma_out
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@ -116,15 +134,30 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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float st(float x)
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float st(float x)
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{
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{
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return exp2(-scanline*x*x);
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return exp2(-10.0*x*x);
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}
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}
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vec3 sw(float x, vec3 color)
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float st1(float x, float scan)
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{
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{
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vec3 tmp = mix(vec3(2.75*beam_min),vec3(beam_max), color);
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return exp2(-scan*x*x);
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tmp = mix(vec3(beam_max), tmp, pow(vec3(x), color+0.3));
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}
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vec3 ex = vec3(x)*tmp;
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return exp2(-scanline*ex*ex)/(0.65 + 0.35*color);
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float sw1(float x, vec3 color, float scan)
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{
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float mx = max(max(color.r,color.g),color.b);
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float ex = mix((2.75 - 1.75*stype)*beam_min, beam_max, mx);
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ex = mix(beam_max, ex, pow(x, mx + 0.25))*x;
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return exp2(-scan*ex*ex);
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}
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float sw2(float x, vec3 color)
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{
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float mx = max(max(color.r,color.g),color.b);
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float ex = mix(2.0*beam_min, beam_max, mx);
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float m = 0.5*ex;
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x = x*ex; float xx = x*x;
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xx = mix(xx, x*xx, m);
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return exp2(-10.0*xx);
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}
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}
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float Overscan(float pos, float dy){
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float Overscan(float pos, float dy){
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@ -160,44 +193,73 @@ void main()
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float rx = 1.0 - fp.x; rx = pow(rx, h_sharp);
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float rx = 1.0 - fp.x; rx = pow(rx, h_sharp);
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float w = 1.0/(lx+rx);
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float w = 1.0/(lx+rx);
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float f1 = fp.y;
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float f2 = 1.0 - fp.y;
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float f3 = fract(tex.y * params.SourceSize.y); f3 = abs(f3-0.5);
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vec3 color1 = w*(ur*lx + ul*rx);
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vec3 color;
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vec3 color2 = w*(dr*lx + dl*rx);
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float t1 = st(f1);
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float t2 = st(f2);
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float wt = 1.0/(t1+t2);
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ul*=ul*ul; ul*=ul;
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ur*=ur*ur; ur*=ur;
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dl*=dl*dl; dl*=dl;
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dr*=dr*dr; dr*=dr;
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vec3 scolor1 = w*(ur*lx + ul*rx); scolor1 = pow(scolor1, vec3(s_gamma*(1.0/12.0)));
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vec3 scolor2 = w*(dr*lx + dl*rx); scolor2 = pow(scolor2, vec3(s_gamma*(1.0/12.0)));
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// calculating scanlines
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// calculating scanlines
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float f = fp.y;
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vec3 cl = (ul*t1 + dl*t2)*wt;
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vec3 cr = (ur*t1 + dr*t2)*wt;
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float t1 = st(f);
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vec3 ref_ul = mix(cl, ul, s_beam);
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float t2 = st(1.0-f);
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vec3 ref_ur = mix(cr, ur, s_beam);
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vec3 ref_dl = mix(cl, dl, s_beam);
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vec3 ref_dr = mix(cr, dr, s_beam);
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vec3 color = color1*t1 + color2*t2;
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float scan1 = mix(scanline1, scanline2, f1);
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vec3 scolor = scolor1*t1 + scolor2*t2;
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float scan2 = mix(scanline1, scanline2, f2);
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float scan0 = mix(scanline1, scanline2, f3);
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f3 = st1(f3,scan0);
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f3 = f3*f3*(3.0-2.0*f3);
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vec3 ctemp = color / (t1 + t2);
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float w1, w2, w3, w4 = 0.0;
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vec3 sctemp = scolor / (t1 + t2);
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vec3 cref1 = mix(scolor1, sctemp, 0.35);
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if (stype < 2.0)
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vec3 cref2 = mix(scolor2, sctemp, 0.35);
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{
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w1 = sw1(f1, ref_ul, scan1);
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w2 = sw1(f2, ref_dl, scan2);
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w3 = sw1(f1, ref_ur, scan1);
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w4 = sw1(f2, ref_dr, scan2);
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}
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else
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{
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w1 = sw2(f1, ref_ul);
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w2 = sw2(f2, ref_dl);
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w3 = sw2(f1, ref_ur);
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w4 = sw2(f2, ref_dr);
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}
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vec3 w1 = sw(f,cref1);
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vec3 colorl = w1*ul + w2*dl;
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vec3 w2 = sw(1.0-f,cref2);
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vec3 colorr = w3*ur + w4*dr;
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color = w*(colorr*lx + colorl*rx);
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color = min(color,1.0);
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color = color1*w1 + color2*w2;
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vec3 ctemp = w*(cr*lx + cl*rx);
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color = min(color, 1.0);
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cl*=cl*cl; cl*=cl; cr*=cr*cr; cr*=cr;
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vec3 sctemp = w*(cr*lx + cl*rx); sctemp = pow(sctemp, vec3(1.0/6.0));
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float mx1 = max(max(color.r,color.g),color.b);
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float sp = (stype == 1.0) ? (0.5*saturation1) : saturation1;
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vec3 saturated_color = max((1.0+sp)*color - 0.5*sp*(color+mx1), 0.0);
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color = mix(saturated_color, color, f3);
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vec3 scan3 = vec3(0.0);
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vec3 scan3 = vec3(0.0);
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float spos = floor((gl_FragCoord.x * 1.000001)/masksize); float spos1 = 0.0;
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float spos = floor((gl_FragCoord.x * 1.000001)/masksize); float spos1 = 0.0;
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vec3 tmp1 = 0.5*(ctemp+sqrt(ctemp));
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vec3 tmp1 = 0.5*(sqrt(ctemp) + sctemp);
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color*=mix(brightboost1, brightboost2, max(max(ctemp.r,ctemp.g),ctemp.b));
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color = min(color,1.0);
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float mboost = 1.25;
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if (mask == 0.0)
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if (mask == 0.0)
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{
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{
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@ -215,6 +277,7 @@ void main()
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else
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else
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if (mask == 2.0)
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if (mask == 2.0)
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{
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{
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mboost = 1.0;
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spos1 = fract(spos/3.0);
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spos1 = fract(spos/3.0);
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if (spos1 < 0.333) scan3.r = color.r;
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if (spos1 < 0.333) scan3.r = color.r;
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else if (spos1 < 0.666) scan3.g = color.g;
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else if (spos1 < 0.666) scan3.g = color.g;
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@ -238,13 +301,21 @@ void main()
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else scan3.g = color.g;
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else scan3.g = color.g;
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}
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}
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color = mix(1.15*scan3, color, (1.0-maskstr)*tmp1)*(1.0 + 0.15*maskstr);
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vec3 lerpmask = tmp1;
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if (maskmode == 1.0) lerpmask = vec3(max(max(tmp1.r,tmp1.g),tmp1.b)); else
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if (maskmode == 2.0) lerpmask = color;
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color*=brightboost;
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color = max(mix( mix(color, mboost*scan3, maskdark), mix(color, scan3, maskbright), lerpmask), 0.0);
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float corr = (max(max(color.r,color.g),color.b) + 0.0001);
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if (corr < 1.0) corr = 1.0;
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color = color/corr;
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color = pow(color, vec3(1.0/gamma_out));
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vec3 color1 = pow(color, vec3(1.0/2.1));
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FragColor = vec4(color, 1.0);
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if (stype != 1.0)
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{
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vec3 color2 = pow(color, vec3(1.0/gamma_out));
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mx1 = max(max(color1.r,color1.g),color1.b) + 1e-12;
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float mx2 = max(max(color2.r,color2.g),color2.b);
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color1*=mx2/mx1;
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}
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FragColor = vec4(color1, 1.0);
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}
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}
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