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Update res-independent-scanlines.slang
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@ -19,7 +19,7 @@ layout(push_constant) uniform Push
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float phase;
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float phase;
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float lines_black;
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float lines_black;
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float lines_white;
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float lines_white;
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float mask, mask_weight, imageSize;
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float mask, mask_weight, imageSize, autoscale;
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} params;
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} params;
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#pragma parameter amp "Amplitude" 1.2500 0.000 2.000 0.05
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#pragma parameter amp "Amplitude" 1.2500 0.000 2.000 0.05
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@ -29,7 +29,8 @@ layout(push_constant) uniform Push
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#pragma parameter mask "Mask Layout" 0.0 0.0 19.0 1.0
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#pragma parameter mask "Mask Layout" 0.0 0.0 19.0 1.0
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#pragma parameter mask_weight "Mask Weight" 0.5 0.0 1.0 0.01
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#pragma parameter mask_weight "Mask Weight" 0.5 0.0 1.0 0.01
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#pragma parameter imageSize "Simulated Image Height" 224.0 144.0 260.0 1.0
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#pragma parameter imageSize "Simulated Image Height" 224.0 144.0 288.0 1.0
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#pragma parameter autoscale "Automatic Scale" 0.0 0.0 1.0 1.0
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#define freq 0.500000
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#define freq 0.500000
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#define offset 0.000000
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#define offset 0.000000
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@ -65,7 +66,8 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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void main()
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{
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{
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float angle = (gl_FragCoord.y * params.OutputSize.w) * omega * params.imageSize + params.phase;
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float scale = params.imageSize; if (params.autoscale == 1.0) scale = params.OriginalSize.y;
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float angle = (gl_FragCoord.y * params.OutputSize.w) * omega * scale + params.phase;
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vec3 color = texture(Source, vTexCoord).xyz;
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vec3 color = texture(Source, vTexCoord).xyz;
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float grid;
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float grid;
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