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add ds-hybrid shader and sabr presets
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11
handheld/ds-hybrid-sabr.slangp
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11
handheld/ds-hybrid-sabr.slangp
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// This shader requires 16:9 aspect ratio
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// and integer scaling OFF
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shaders = 2
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shader0 = ../sabr/shaders/sabr-v3.0.slang
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filter_linear0 = false
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scale_type0 = source
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scale0 = 2.0
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shader1 = shaders/ds-hybrid-view.slang
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51
handheld/shaders/ds-hybrid-view.slang
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handheld/shaders/ds-hybrid-view.slang
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#version 450
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// DS Hybrid View
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// by hunterk
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// license: public domain
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//
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// This shader requires 16:9 aspect ratio
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// and integer scaling OFF
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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 screen_toggle;
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} params;
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#pragma parameter screen_toggle "Screen Toggle" 0.0 0.0 0.5 0.5
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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 video_scale;
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void main()
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{
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video_scale = floor(params.SourceSize.w * params.OutputSize.y);
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vec2 integer_scale = video_scale * params.SourceSize.xy;
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gl_Position = (global.MVP * Position);
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vTexCoord = TexCoord * (params.OutputSize.xy / vec2(integer_scale));
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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 video_scale;
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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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vec2 bigCoord = vTexCoord * vec2(0.3570) + vec2(0.0, 0.0 + params.screen_toggle);
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vec2 smallCoord = vTexCoord * vec2(1.05) + vec2(-2.942, -0.275);
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FragColor = texture(Source, bigCoord) + texture(Source, smallCoord);
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}
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5
sabr/sabr.slangp
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5
sabr/sabr.slangp
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shaders = 1
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shader0 = shaders/sabr-v3.0.slang
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filter_linear0 = false
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scale_type_0 = source
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