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https://github.com/italicsjenga/slang-shaders.git
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Merge pull request #30 from rz5/master
(handheld) Add parameters to lcd-grid-v2; port a Cg preset that uses it.
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commit
b58fb0a433
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@ -1,31 +1,49 @@
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#version 450
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layout(push_constant) uniform Push
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{
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float RSUBPIX_R;
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float RSUBPIX_G;
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float RSUBPIX_B;
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float GSUBPIX_R;
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float GSUBPIX_G;
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float GSUBPIX_B;
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float BSUBPIX_R;
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float BSUBPIX_G;
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float BSUBPIX_B;
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float gain;
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float gamma;
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float blacklevel;
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float ambient;
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float BGR;
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} param;
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#pragma parameter RSUBPIX_R "Colour of R subpixel: R" 1.0 0.0 1.0 0.01
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#pragma parameter RSUBPIX_G "Colour of R subpixel: G" 0.0 0.0 1.0 0.01
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#pragma parameter RSUBPIX_B "Colour of R subpixel: B" 0.0 0.0 1.0 0.01
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#pragma parameter GSUBPIX_R "Colour of G subpixel: R" 0.0 0.0 1.0 0.01
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#pragma parameter GSUBPIX_G "Colour of G subpixel: G" 1.0 0.0 1.0 0.01
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#pragma parameter GSUBPIX_B "Colour of G subpixel: B" 0.0 0.0 1.0 0.01
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#pragma parameter BSUBPIX_R "Colour of B subpixel: R" 0.0 0.0 1.0 0.01
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#pragma parameter BSUBPIX_G "Colour of B subpixel: G" 0.0 0.0 1.0 0.01
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#pragma parameter BSUBPIX_B "Colour of B subpixel: B" 1.0 0.0 1.0 0.01
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#pragma parameter gain "Gain" 1.0 0.5 2.0 0.05
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#pragma parameter gamma "LCD Gamma" 3.0 0.5 5.0 0.1
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#pragma parameter blacklevel "Black level" 0.05 0.0 0.5 0.01
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#pragma parameter ambient "Ambient" 0.0 0.0 0.5 0.01
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#pragma parameter BGR "BGR" 0 0 1 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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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#define RSUBPIX_R 1.0
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#define RSUBPIX_G 0.0
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#define RSUBPIX_B 0.0
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#define GSUBPIX_R 0.0
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#define GSUBPIX_G 1.0
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#define GSUBPIX_B 0.0
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#define BSUBPIX_R 0.0
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#define BSUBPIX_G 0.0
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#define BSUBPIX_B 1.0
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#define gain 1.0
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#define gamma 3.0
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#define blacklevel 0.05
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#define ambient 0.0
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#define BGR 0.0
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#define outgamma 2.2
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#define fetch_offset(coord,offset) (pow(vec3(gain) * texelFetchOffset(Source, (coord), 0, (offset)).rgb + vec3(blacklevel), vec3(gamma)) + vec3(ambient))
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#define fetch_offset(coord, offset) (pow(vec3(param.gain) * texelFetchOffset(Source, (coord), 0, (offset)).rgb + vec3(param.blacklevel), vec3(param.gamma)) + vec3(param.ambient))
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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@ -34,8 +52,8 @@ 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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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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@ -44,71 +62,71 @@ layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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// integral of (1 - x^2 - x^4 + x^6)^2
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float coeffs_x[] = float[](1.0, -2.0/3.0, -1.0/5.0, 4.0/7.0, -1.0/9.0, -2.0/11.0, 1.0/13.0);
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float coeffs_x[7] = float[](1.0, -2.0/3.0, -1.0/5.0, 4.0/7.0, -1.0/9.0, -2.0/11.0, 1.0/13.0);
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// integral of (1 - 2x^4 + x^6)^2
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float coeffs_y[] = float[](1.0, 0.0, -4.0/5.0, 2.0/7.0, 4.0/9.0, -4.0/11.0, 1.0/13.0);
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float coeffs_y[7] = float[](1.0, 0.0, -4.0/5.0, 2.0/7.0, 4.0/9.0, -4.0/11.0, 1.0/13.0);
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float intsmear_func(float z, float coeffs[7])
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{
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float z2 = z*z;
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float zn = z;
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float ret = 0.0;
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for (int i = 0; i < 7; i++) {
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ret += zn*coeffs[i];
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zn *= z2;
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}
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return ret;
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float z2 = z*z;
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float zn = z;
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float ret = 0.0;
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for (int i = 0; i < 7; i++) {
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ret += zn*coeffs[i];
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zn *= z2;
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}
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return ret;
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}
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float intsmear(float x, float dx, float d, float coeffs[7])
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{
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float zl = clamp((x-dx*0.5)/d,-1.0,1.0);
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float zh = clamp((x+dx*0.5)/d,-1.0,1.0);
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return d * ( intsmear_func(zh,coeffs) - intsmear_func(zl,coeffs) )/dx;
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float zl = clamp((x-dx*0.5)/d,-1.0,1.0);
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float zh = clamp((x+dx*0.5)/d,-1.0,1.0);
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return d * ( intsmear_func(zh,coeffs) - intsmear_func(zl,coeffs) )/dx;
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}
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void main()
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{
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vec2 texelSize = global.SourceSize.zw;
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vec2 range;
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range = global.SourceSize.xy / (global.OutputSize.xy * global.SourceSize.xy);
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vec2 texelSize = global.SourceSize.zw;
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/* float2 range = IN.video_size / (IN.output_size * IN.texture_size); */
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vec2 range = global.OutputSize.zw;
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vec3 cred = pow(vec3(RSUBPIX_R, RSUBPIX_G, RSUBPIX_B), vec3(outgamma));
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vec3 cgreen = pow(vec3(GSUBPIX_R, GSUBPIX_G, GSUBPIX_B), vec3(outgamma));
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vec3 cblue = pow(vec3(BSUBPIX_R, BSUBPIX_G, BSUBPIX_B), vec3(outgamma));
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vec3 cred = pow(vec3(param.RSUBPIX_R, param.RSUBPIX_G, param.RSUBPIX_B), vec3(outgamma));
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vec3 cgreen = pow(vec3(param.GSUBPIX_R, param.GSUBPIX_G, param.GSUBPIX_B), vec3(outgamma));
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vec3 cblue = pow(vec3(param.BSUBPIX_R, param.BSUBPIX_G, param.BSUBPIX_B), vec3(outgamma));
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ivec2 tli = ivec2(floor(vTexCoord/texelSize-vec2(0.4999)));
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ivec2 tli = ivec2(floor(vTexCoord/texelSize-vec2(0.4999)));
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vec3 lcol, rcol;
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float subpix = (vTexCoord.x/texelSize.x - 0.4999 - float(tli.x))*3.0;
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float rsubpix = range.x/texelSize.x * 3.0;
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vec3 lcol, rcol;
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float subpix = (vTexCoord.x/texelSize.x - 0.4999 - float(tli.x))*3.0;
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float rsubpix = range.x/texelSize.x * 3.0;
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lcol = vec3(intsmear(subpix+1.0,rsubpix, 1.5, coeffs_x),
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intsmear(subpix ,rsubpix, 1.5, coeffs_x),
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intsmear(subpix-1.0,rsubpix, 1.5, coeffs_x));
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rcol = vec3(intsmear(subpix-2.0,rsubpix, 1.5, coeffs_x),
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intsmear(subpix-3.0,rsubpix, 1.5, coeffs_x),
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intsmear(subpix-4.0,rsubpix, 1.5, coeffs_x));
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lcol = vec3(intsmear(subpix+1.0, rsubpix, 1.5, coeffs_x),
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intsmear(subpix , rsubpix, 1.5, coeffs_x),
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intsmear(subpix-1.0, rsubpix, 1.5, coeffs_x));
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rcol = vec3(intsmear(subpix-2.0, rsubpix, 1.5, coeffs_x),
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intsmear(subpix-3.0, rsubpix, 1.5, coeffs_x),
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intsmear(subpix-4.0, rsubpix, 1.5, coeffs_x));
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if (BGR > 0.5) {
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lcol.rgb = lcol.bgr;
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rcol.rgb = rcol.bgr;
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}
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if (param.BGR > 0.5) {
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lcol.rgb = lcol.bgr;
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rcol.rgb = rcol.bgr;
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}
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float tcol, bcol;
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subpix = vTexCoord.y/texelSize.y - 0.4999 - float(tli.y);
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rsubpix = range.y/texelSize.y;
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tcol = intsmear(subpix ,rsubpix, 0.63, coeffs_y);
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bcol = intsmear(subpix-1.0,rsubpix, 0.63, coeffs_y);
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float tcol, bcol;
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subpix = vTexCoord.y/texelSize.y - 0.4999 - float(tli.y);
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rsubpix = range.y/texelSize.y;
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tcol = intsmear(subpix ,rsubpix, 0.63, coeffs_y);
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bcol = intsmear(subpix-1.0,rsubpix, 0.63, coeffs_y);
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vec3 topLeftColor = fetch_offset(tli, ivec2(0,0)) * lcol * vec3(tcol);
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vec3 bottomRightColor = fetch_offset(tli, ivec2(1,1)) * rcol * vec3(bcol);
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vec3 bottomLeftColor = fetch_offset(tli, ivec2(0,1)) * lcol * vec3(bcol);
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vec3 topRightColor = fetch_offset(tli, ivec2(1,0)) * rcol * vec3(tcol);
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vec3 topLeftColor = fetch_offset(tli, ivec2(0,0)) * lcol * vec3(tcol);
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vec3 bottomRightColor = fetch_offset(tli, ivec2(1,1)) * rcol * vec3(bcol);
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vec3 bottomLeftColor = fetch_offset(tli, ivec2(0,1)) * lcol * vec3(bcol);
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vec3 topRightColor = fetch_offset(tli, ivec2(1,0)) * rcol * vec3(tcol);
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vec3 averageColor = topLeftColor + bottomRightColor + bottomLeftColor + topRightColor;
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vec3 averageColor = topLeftColor + bottomRightColor + bottomLeftColor + topRightColor;
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averageColor = averageColor * mat3(cred, cgreen, cblue);
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averageColor = mat3(cred, cgreen, cblue) * averageColor;
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FragColor = vec4(pow(averageColor,vec3(1.0/outgamma)),0.0);
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FragColor = vec4(pow(averageColor, vec3(1.0/outgamma)),0.0);
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}
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32
handheld/lcd-grid-v2-gba-color-motionblur.slangp
Normal file
32
handheld/lcd-grid-v2-gba-color-motionblur.slangp
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shaders = "3"
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shader0 = "../motionblur/shaders/motionblur-simple.slang"
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filter_linear0 = "false"
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scale_type0 = "source"
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scale0 = "1.0"
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shader1 = "gba-color.slang"
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filter_linear1 = "false"
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scale_type1 = "source"
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scale1 = "1.0"
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shader2 = "lcd-cgwg/lcd-grid-v2.slang"
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filter_linear2 = "false"
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scale_type2 = "viewport"
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scale2 = "1.0"
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parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
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RSUBPIX_R = "1.000000"
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RSUBPIX_G = "0.000000"
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RSUBPIX_B = "0.000000"
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GSUBPIX_R = "0.000000"
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GSUBPIX_G = "1.000000"
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GSUBPIX_B = "0.000000"
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BSUBPIX_R = "0.000000"
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BSUBPIX_G = "0.000000"
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BSUBPIX_B = "1.000000"
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gain = "1.250000"
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gamma = "3.000000"
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blacklevel = "0.050000"
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ambient = "0.000000"
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BGR = "1.000000"
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