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https://github.com/italicsjenga/slang-shaders.git
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277521abcb
commit
c4a15d2c26
19
crt/crt-potato-BVM.slangp
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19
crt/crt-potato-BVM.slangp
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shaders = "1"
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shader0 = shaders/crt-potato/shader-files/ultra_potato.slang
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = "PASS0"
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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scale_type_x0 = "viewport"
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scale_x0 = "1.000000"
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scale_type_y0 = "viewport"
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scale_y0 = "1.000000"
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textures = "MASK"
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MASK = shaders/crt-potato/resources/mask1.png
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MASK_wrap_mode = "clamp_to_border"
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MASK_linear = "true"
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MASK_mipmap = "false"
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BIN
crt/shaders/crt-potato/resources/mask1.png
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BIN
crt/shaders/crt-potato/resources/mask1.png
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crt/shaders/crt-potato/shader-files/ultra_potato.slang
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crt/shaders/crt-potato/shader-files/ultra_potato.slang
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#version 450
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// crt-potato mod by DariusG
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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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} params;
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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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// Largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens)
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#define video_scale floor(params.OutputSize.y * params.SourceSize.w)
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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 vec2 dot_size;
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layout(location = 2) out vec2 one_texel;
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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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dot_size = params.SourceSize.zw;
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one_texel = 1.0 / (params.SourceSize.xy * video_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 vec2 dot_size;
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layout(location = 2) in vec2 one_texel;
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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 MASK;
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#define maskSize vec2(2., floor(params.OutputSize.y / params.SourceSize.y + 0.000001))
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void main()
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{
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vec4 res =texture(Source, vTexCoord);
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float lum = max((res.r,res.g),res.b);
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lum = mix(1.0,0.3,lum);
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vec4 mask = texture(MASK, fract((vTexCoord.xy * params.OutputSize.xy) / maskSize));
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mask = pow(mask,vec4(lum));
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res *= mix(1.0,1.2,lum);
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vec4 color = mask * res;
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FragColor = color;
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}
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