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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
Fixed BGR Fixed scaling instructions Broke up horizontal attributes into their own channels i.e we now have horizontal beam characteristics Dabbled with values accordingly
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@ -36,6 +36,7 @@ THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD
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layout(push_constant) uniform Push
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{
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// User Settings
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float MaxNits;
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float LCDResolution;
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float LCDSubpixel;
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@ -44,10 +45,11 @@ layout(push_constant) uniform Push
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float GreenConvergence;
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float BlueConvergence;
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// Developer Settings
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float CRTResolution;
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float Contrast;
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float HorizontalSharpness;
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float HorizontalAttack;
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// Vertical Settings
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float RedScanlineMin;
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float RedScanlineMax;
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float RedScanlineAttack;
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@ -57,6 +59,15 @@ layout(push_constant) uniform Push
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float BlueScanlineMin;
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float BlueScanlineMax;
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float BlueScanlineAttack;
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// Horizontal Settings
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float RedBeamSharpness;
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float RedBeamAttack;
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float GreenBeamSharpness;
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float GreenBeamAttack;
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float BlueBeamSharpness;
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float BlueBeamAttack;
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#if WHITE_BALANCE_CONTROL
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float WhiteTemperature;
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float WhiteTint;
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@ -71,33 +82,40 @@ layout(push_constant) uniform Push
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#pragma parameter Support2 "MIN SPEC: DisplayHDR 600, 4K" 0.0 0.0 0.0 0.0
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#pragma parameter Support3 "REC SPEC: DisplayHDR 1000, 4K+" 0.0 0.0 0.0 0.0
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#pragma parameter Space1 " " 0.0 0.0 0.0 0.0
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#pragma parameter Instructions0 "ENABLE HDR: On" 0.0 0.0 0.0 0.0
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#pragma parameter Instructions1 "VERTICAL SCALING: Integer 4K - 10x, 8K - 20x" 0.0 0.0 0.0 0.0
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#pragma parameter Instructions2 "HORIZONTAL SCALING: Core Provided Apect Ratio" 0.0 0.0 0.0 0.0
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#pragma parameter Instructions0 "HDR: Enable HDR: On" 0.0 0.0 0.0 0.0
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#pragma parameter Instructions1 "SCALING: Integer Scale: ON" 0.0 0.0 0.0 0.0
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#pragma parameter Instructions2 "SCALING: Integer Overscale: ON" 0.0 0.0 0.0 0.0
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#pragma parameter Instructions3 "SCALING: Apect Ratio: Core Provided" 0.0 0.0 0.0 0.0
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#pragma parameter Space2 " " 0.0 0.0 0.0 0.0
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#pragma parameter UserSettings "USER SETTINGS:" 0.0 0.0 0.0 0.0
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#pragma parameter MaxNits " Display's Peak Luminance" 700.0 0.0 10000.0 10.0
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#pragma parameter LCDResolution " Display's Resolution: 4K/8K" 0.0 0.0 1.0 1.0
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#pragma parameter LCDSubpixel " Display's Subpixel Layout: RGB/BGR" 0.0 0.0 1.0 1.0
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#pragma parameter ExpandGamut " Original/Vivid" 0.0 0.0 1.0 1.0
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#pragma parameter RedConvergence " Red Convergence" -1.20 -10.0 10.0 0.05
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#pragma parameter GreenConvergence " Green Convergence" 0.0 -10.0 10.0 0.05
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#pragma parameter BlueConvergence " Blue Convergence" -0.1 -10.0 10.0 0.05
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#pragma parameter RedConvergence " Red Convergence" -0.50 -10.0 10.0 0.05
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#pragma parameter GreenConvergence " Green Convergence" 0.00 -10.0 10.0 0.05
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#pragma parameter BlueConvergence " Blue Convergence" 0.00 -10.0 10.0 0.05
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#pragma parameter Space3 " " 0.0 0.0 0.0 0.0
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#pragma parameter DeveloperSettings "DEVELOPER SETTINGS:" 0.0 0.0 0.0 0.0
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#pragma parameter CRTResolution " CRT Resolution: 600TVL/800TVL/1000TVL" 0.0 0.0 2.0 1.0
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#pragma parameter Contrast " Contrast" -0.3 -3.0 3.0 0.05
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#pragma parameter HorizontalSharpness " Horizontal Sharpness" 1.5 0.0 5.0 0.1
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#pragma parameter HorizontalAttack " Horizontal Attack" 0.45 0.0 1.0 0.05
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#pragma parameter DeveloperSettings0 " VERTICAL SETTINGS:" 0.0 0.0 0.0 0.0
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#pragma parameter RedScanlineMin " Red Scanline Min" 0.55 0.0 2.0 0.01
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#pragma parameter RedScanlineMax " Red Scanline Max" 0.75 0.0 2.0 0.01
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#pragma parameter RedScanlineMax " Red Scanline Max" 0.82 0.0 2.0 0.01
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#pragma parameter RedScanlineAttack " Red Scanline Attack" 0.65 0.0 1.0 0.01
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#pragma parameter GreenScanlineMin " Green Scanline Min" 0.65 0.0 2.0 0.01
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#pragma parameter GreenScanlineMin " Green Scanline Min" 0.55 0.0 2.0 0.01
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#pragma parameter GreenScanlineMax " Green Scanline Max" 0.90 0.0 2.0 0.01
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#pragma parameter GreenScanlineAttack " Green Scanline Attack" 0.13 0.0 1.0 0.01
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#pragma parameter BlueScanlineMin " Blue Scanline Min" 0.72 0.0 2.0 0.01
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#pragma parameter BlueScanlineMax " Blue Scanline Max" 1.15 0.0 2.0 0.01
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#pragma parameter BlueScanlineAttack " Blue Scanline Attack" 1.0 0.0 1.0 0.01
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#pragma parameter BlueScanlineMax " Blue Scanline Max" 1.00 0.0 2.0 0.01
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#pragma parameter BlueScanlineAttack " Blue Scanline Attack" 0.65 0.0 1.0 0.01
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#pragma parameter DeveloperSettings1 " HORIZONTAL SETTINGS:" 0.0 0.0 0.0 0.0
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#pragma parameter RedBeamSharpness " Red Beam Sharpness" 1.75 0.0 5.0 0.05
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#pragma parameter RedBeamAttack " Red Beam Attack" 0.72 0.0 1.0 0.01
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#pragma parameter GreenBeamSharpness " Green Beam Sharpness" 1.60 0.0 5.0 0.05
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#pragma parameter GreenBeamAttack " Green Beam Attack" 0.80 0.0 1.0 0.01
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#pragma parameter BlueBeamSharpness " Blue Beam Sharpness" 1.90 0.0 5.0 0.05
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#pragma parameter BlueBeamAttack " Blue Beam Attack" 0.45 0.0 1.0 0.01
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#if WHITE_BALANCE_CONTROL
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//#pragma parameter WhiteTemperature "White Temperature" 6500.0 0.0 13000.0 50.0
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@ -162,13 +180,6 @@ float ModInteger(float a, float b)
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#define kBlack vec3(0.0, 0.0, 0.0)
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#define kWhite vec3(1.0, 1.0, 1.0)
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#define kRedBGR vec3(0.0, 0.0, 1.0)
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#define kGreenBGR vec3(0.0, 1.0, 0.0)
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#define kBlueBGR vec3(1.0, 0.0, 0.0)
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#define kMagentaBGR vec3(1.0, 0.0, 1.0)
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#define kYellowBGR vec3(0.0, 1.0, 1.0)
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#define kCyanBGR vec3(1.0, 1.0, 0.0)
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#define kBGRAxis 2
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#define kTVLAxis 3
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#define kResolutionAxis 2
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@ -177,13 +188,13 @@ float ModInteger(float a, float b)
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#define kNotSupported { kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRGBX { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack }
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#define kBGRX { kBlueBGR, kGreenBGR, kRedBGR, kBlack, kBlack, kBlack, kBlack }
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#define kBGRX { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack }
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#define kRYCBX { kRed, kYellow, kCyan, kBlue, kBlack, kBlack, kBlack }
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#define kBCYRX { kBlueBGR, kCyanBGR, kYellowBGR, kRedBGR, kBlack, kBlack, kBlack }
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#define kBCYRX { kBlue, kCyan, kYellow, kRed, kBlack, kBlack, kBlack }
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#define kRRGGBBX { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack }
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#define kBBGGRRX { kBlueBGR, kBlueBGR, kGreenBGR, kGreenBGR, kRedBGR, kRedBGR, kBlack }
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#define kBBGGRRX { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack }
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const uint kPhosphorMaskSize [kResolutionAxis][kTVLAxis][kBGRAxis] = {
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{ // 4K
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@ -220,9 +231,19 @@ const vec4 kFallOffControlPoints = vec4(0.0f, 0.0f, 0.0f, 1.0f);
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const vec4 kAttackControlPoints = vec4(0.0f, 1.0f, 1.0f, 1.0f);
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//const vec4 kScanlineControlPoints = vec4(1.0f, 1.0f, 0.0f, 0.0f);
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vec4 HorizControlPoints(const bool falloff)
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vec4 RedBeamControlPoints(const bool falloff)
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{
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return falloff ? kFallOffControlPoints + vec4(0.0f, 0.0f, params.HorizontalAttack, 0.0f) : kAttackControlPoints - vec4(0.0f, params.HorizontalAttack, 0.0f, 0.0f);
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return falloff ? kFallOffControlPoints + vec4(0.0f, 0.0f, params.RedBeamAttack, 0.0f) : kAttackControlPoints - vec4(0.0f, params.RedBeamAttack, 0.0f, 0.0f);
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}
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vec4 GreenBeamControlPoints(const bool falloff)
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{
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return falloff ? kFallOffControlPoints + vec4(0.0f, 0.0f, params.GreenBeamAttack, 0.0f) : kAttackControlPoints - vec4(0.0f, params.GreenBeamAttack, 0.0f, 0.0f);
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}
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vec4 BlueBeamControlPoints(const bool falloff)
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{
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return falloff ? kFallOffControlPoints + vec4(0.0f, 0.0f, params.BlueBeamAttack, 0.0f) : kAttackControlPoints - vec4(0.0f, params.BlueBeamAttack, 0.0f, 0.0f);
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}
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float Bezier(const float t0, const vec4 control_points)
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@ -256,7 +277,7 @@ vec3 Ramp(const vec3 luminance, const vec3 colour)
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return clamp(luminance * colour, 0.0, 1.0);
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}
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vec3 ScanlineColour(const float current_position, const float current_center, const float source_tex_coord_x, const float narrowed_source_pixel_offset, inout float next_prev )
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vec3 ScanlineColour(const float current_position, const float current_center, const float source_tex_coord_x, const vec3 narrowed_source_pixel_offset, inout float next_prev )
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{
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const float current_source_position_y = (vTexCoord.y * global.SourceSize.y) - next_prev;
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const float current_source_center_y = floor(current_source_position_y) + 0.5f;
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@ -299,10 +320,9 @@ vec3 ScanlineColour(const float current_position, const float current_center, co
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const vec3 hdr_colour_1 = InverseTonemap(sdr_balanced_1, params.MaxNits, params.MaxNits, kLumaRatio);
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/* Horizontal interpolation between pixels */
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const vec3 horiz_interp = vec3(Bezier(narrowed_source_pixel_offset, HorizControlPoints(sdr_linear_0.x > sdr_linear_1.x)),
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Bezier(narrowed_source_pixel_offset, HorizControlPoints(sdr_linear_0.y > sdr_linear_1.y)),
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Bezier(narrowed_source_pixel_offset, HorizControlPoints(sdr_linear_0.z > sdr_linear_1.z)));
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const vec3 horiz_interp = vec3(Bezier(narrowed_source_pixel_offset.x, RedBeamControlPoints(sdr_linear_0.x > sdr_linear_1.x)),
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Bezier(narrowed_source_pixel_offset.y, GreenBeamControlPoints(sdr_linear_0.y > sdr_linear_1.y)),
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Bezier(narrowed_source_pixel_offset.z, BlueBeamControlPoints(sdr_linear_0.z > sdr_linear_1.z)));
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const vec3 hdr_colour = mix(hdr_colour_0, hdr_colour_1, horiz_interp);
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const vec3 sdr_colour = mix(sdr_linear_0, sdr_linear_1, horiz_interp);
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@ -333,7 +353,9 @@ void main()
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const float source_tex_coord_x = current_source_center_x / global.SourceSize.x;
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const float source_pixel_offset = current_source_position_x - floor(current_source_position_x);
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const float narrowed_source_pixel_offset = clamp(((source_pixel_offset - 0.5f) * params.HorizontalSharpness) + 0.5f, 0.0f, 1.0f);
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const vec3 beam_sharpness = vec3(params.RedBeamSharpness, params.GreenBeamSharpness, params.BlueBeamSharpness);
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const vec3 narrowed_source_pixel_offset = clamp(((vec3(source_pixel_offset) - vec3(0.5f)) * beam_sharpness) + vec3(0.5f), vec3(0.0f), vec3(1.0f));
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float next_prev = 0.0f;
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