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add lottes-multipass
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55
crt/crt-lottes-multipass.slangp
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55
crt/crt-lottes-multipass.slangp
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shaders = 10
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shader0 = shaders/crt-lottes-multipass/linearize.slang
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float_framebuffer0 = true
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alias0 = "REFERENCE"
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shader1 = shaders/crt-lottes-multipass/horz3minus1.slang
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float_framebuffer1 = true
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scale_type1 = source
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filter_linear1 = true
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alias1 = horz3minus1
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shader2 = shaders/crt-lottes-multipass/horz3plus1.slang
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float_framebuffer2 = true
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scale_type2 = source
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filter_linear2 = true
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alias2 = horz3plus1
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shader3 = shaders/crt-lottes-multipass/horz5minus2.slang
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float_framebuffer3 = true
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scale_type3 = source
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filter_linear3 = true
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alias3 = horz5minus2
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shader4 = shaders/crt-lottes-multipass/horz5.slang
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float_framebuffer4 = true
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scale_type4 = source
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filter_linear4 = true
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alias4 = horz5
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shader5 = shaders/crt-lottes-multipass/horz5plus2.slang
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float_framebuffer5 = true
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scale_type5 = source
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filter_linear5 = true
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alias5 = horz5plus2
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shader6 = shaders/crt-lottes-multipass/horz7minus1.slang
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float_framebuffer6 = true
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scale_type6 = source
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filter_linear6 = true
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alias6 = horz7minus1
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shader7 = shaders/crt-lottes-multipass/horz7.slang
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float_framebuffer7 = true
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scale_type7 = source
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filter_linear7 = true
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alias7 = horz7
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shader8 = shaders/crt-lottes-multipass/horz7plus1.slang
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float_framebuffer8 = true
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scale_type8 = source
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filter_linear8 = true
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alias8 = horz7plus1
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shader9 = shaders/crt-lottes-multipass/crt-lottes-multipass.slang
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189
crt/shaders/crt-lottes-multipass/crt-lottes-multipass.slang
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189
crt/shaders/crt-lottes-multipass/crt-lottes-multipass.slang
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#version 450
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// -- config -- //
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#define hardScan -8.0
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#define warpX 0.031
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#define warpY 0.041
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#define maskDark 0.5
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#define maskLight 1.5
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#define shadowMask 1
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#define brightboost 1
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#define bloomAmount 1.0/16.0
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#define hardBloomScan -2.0
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#define shape 2.0
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#define DO_BLOOM
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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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} 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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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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}
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// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER
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//
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// by Timothy Lottes
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//
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// This is more along the style of a really good CGA arcade monitor.
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// With RGB inputs instead of NTSC.
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// The shadow mask example has the mask rotated 90 degrees for less chromatic aberration.
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//
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// Left it unoptimized to show the theory behind the algorithm.
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//
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// It is an example what I personally would want as a display option for pixel art games.
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// Please take and use, change, or whatever.
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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 FragCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D horz3minus1;
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layout(set = 0, binding = 3) uniform sampler2D horz3plus1;
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layout(set = 0, binding = 4) uniform sampler2D horz5minus2;
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layout(set = 0, binding = 5) uniform sampler2D horz5;
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layout(set = 0, binding = 6) uniform sampler2D horz5plus2;
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layout(set = 0, binding = 7) uniform sampler2D horz7minus1;
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layout(set = 0, binding = 8) uniform sampler2D horz7;
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layout(set = 0, binding = 9) uniform sampler2D horz7plus1;
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// Linear to sRGB.
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// Assuming using sRGB typed textures this should not be needed.
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float ToSrgb1(float c)
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{
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return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);
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}
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vec3 ToSrgb(vec3 c)
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{
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return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));
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}
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// Distance in emulated pixels to nearest texel.
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vec2 Dist(vec2 pos){pos=pos*global.SourceSize.xy;return -((pos-floor(pos))-vec2(0.5));}
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// 1D Gaussian.
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float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
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// Return scanline weight.
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float Scan(vec2 pos,float off){
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float dst=Dist(pos).y;
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return Gaus(dst+off,hardScan);}
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// Return scanline weight for bloom.
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float BloomScan(vec2 pos,float off){
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float dst=Dist(pos).y;
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return Gaus(dst+off,hardBloomScan);}
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// Allow nearest three lines to effect pixel.
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vec3 Tri(vec2 pos){
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vec3 a=texture(horz3minus1, pos).rgb;//Horz3(pos,-1.0);
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vec3 b=texture(horz5, pos).rgb;//Horz5(pos, 0.0);
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vec3 c=texture(horz3plus1, pos).rgb;//Horz3(pos, 1.0);
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float wa=Scan(pos,-1.0);
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float wb=Scan(pos, 0.0);
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float wc=Scan(pos, 1.0);
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return a*wa+b*wb+c*wc;}
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// Small bloom.
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vec3 Bloom(vec2 pos){
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vec3 a=texture(horz5minus2, pos).rgb;//Horz5(pos,-2.0);
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vec3 b=texture(horz7minus1, pos).rgb;//Horz7(pos,-1.0);
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vec3 c=texture(horz7, pos).rgb;//Horz7(pos, 0.0);
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vec3 d=texture(horz7plus1, pos).rgb;//Horz7(pos, 1.0);
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vec3 e=texture(horz5plus2, pos).rgb;//Horz5(pos, 2.0);
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float wa=BloomScan(pos,-2.0);
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float wb=BloomScan(pos,-1.0);
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float wc=BloomScan(pos, 0.0);
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float wd=BloomScan(pos, 1.0);
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float we=BloomScan(pos, 2.0);
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return a*wa+b*wb+c*wc+d*wd+e*we;}
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// Distortion of scanlines, and end of screen alpha.
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vec2 Warp(vec2 pos){
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pos=pos*2.0-1.0;
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pos*=vec2(1.0+(pos.y*pos.y)*warpX,1.0+(pos.x*pos.x)*warpY);
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return pos*0.5+0.5;}
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// Shadow mask.
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vec3 Mask(vec2 pos){
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vec3 mask=vec3(maskDark,maskDark,maskDark);
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// Very compressed TV style shadow mask.
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if (shadowMask == 1.0) {
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float line=maskLight;
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float odd=0.0;
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if(fract(pos.x/6.0)<0.5)odd=1.0;
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if(fract((pos.y+odd)/2.0)<0.5)line=maskDark;
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pos.x=fract(pos.x/3.0);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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mask*=line;
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}
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// Aperture-grille.
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else if (shadowMask == 2.0) {
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pos.x=fract(pos.x/3.0);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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}
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// Stretched VGA style shadow mask (same as prior shaders).
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else if (shadowMask == 3.0) {
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pos.x+=pos.y*3.0;
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pos.x=fract(pos.x/6.0);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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}
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// VGA style shadow mask.
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else if (shadowMask == 4.0) {
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pos.xy=floor(pos.xy*vec2(1.0,0.5));
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pos.x+=pos.y*3.0;
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pos.x=fract(pos.x/6.0);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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}
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return mask;}
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void main()
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{
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vec2 pos=Warp(vTexCoord);
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vec3 outColor = Tri(pos);
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#ifdef DO_BLOOM
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//Add Bloom
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outColor.rgb+=Bloom(pos)*bloomAmount;
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#endif
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if(shadowMask > 0.0)
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outColor.rgb*=Mask(vTexCoord.xy / global.OutputSize.zw * 1.000001);
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//hacky clamp fix
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vec2 bordertest = (pos);
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if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999)
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outColor.rgb = outColor.rgb;
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else
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outColor.rgb = vec3(0.0);
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FragColor = vec4(ToSrgb(outColor.rgb), 1.0);
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}
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63
crt/shaders/crt-lottes-multipass/horz3minus1.slang
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63
crt/shaders/crt-lottes-multipass/horz3minus1.slang
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#version 450
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#define hardPix -3.0
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#define brightboost 1
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#define shape 2.0
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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 REFERENCESize;
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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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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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// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
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// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
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// Nearest emulated sample given floating point position and texel offset.
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// Also zero's off screen.
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vec3 Fetch(vec2 pos,vec2 off){
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pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
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return brightboost * texture(REFERENCE,pos.xy).rgb;
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}
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// Distance in emulated pixels to nearest texel.
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vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
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// 1D Gaussian.
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float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
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// 3-tap Gaussian filter along horz line.
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vec3 Horz3(vec2 pos,float off){
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vec3 b=Fetch(pos,vec2(-1.0,off));
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vec3 c=Fetch(pos,vec2( 0.0,off));
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vec3 d=Fetch(pos,vec2( 1.0,off));
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float dst=Dist(pos).x;
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// Convert distance to weight.
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float scale=hardPix;
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float wb=Gaus(dst-1.0,scale);
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float wc=Gaus(dst+0.0,scale);
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float wd=Gaus(dst+1.0,scale);
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// Return filtered sample.
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return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
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void main()
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{
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FragColor = vec4(Horz3(vTexCoord, -1.0).rgb, 1.0);
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}
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63
crt/shaders/crt-lottes-multipass/horz3plus1.slang
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63
crt/shaders/crt-lottes-multipass/horz3plus1.slang
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#version 450
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#define hardPix -3.0
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#define brightboost 1
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#define shape 2.0
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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 REFERENCESize;
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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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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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// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
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// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
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// Nearest emulated sample given floating point position and texel offset.
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// Also zero's off screen.
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vec3 Fetch(vec2 pos,vec2 off){
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pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
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return brightboost * texture(REFERENCE,pos.xy).rgb;
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}
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// Distance in emulated pixels to nearest texel.
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vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
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// 1D Gaussian.
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float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
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// 3-tap Gaussian filter along horz line.
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vec3 Horz3(vec2 pos,float off){
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vec3 b=Fetch(pos,vec2(-1.0,off));
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vec3 c=Fetch(pos,vec2( 0.0,off));
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vec3 d=Fetch(pos,vec2( 1.0,off));
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float dst=Dist(pos).x;
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// Convert distance to weight.
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float scale=hardPix;
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float wb=Gaus(dst-1.0,scale);
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float wc=Gaus(dst+0.0,scale);
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float wd=Gaus(dst+1.0,scale);
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// Return filtered sample.
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return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
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void main()
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{
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FragColor = vec4(Horz3(vTexCoord, 1.0).rgb, 1.0);
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}
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67
crt/shaders/crt-lottes-multipass/horz5.slang
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67
crt/shaders/crt-lottes-multipass/horz5.slang
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#version 450
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#define hardPix -3.0
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#define brightboost 1
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#define shape 2.0
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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 REFERENCESize;
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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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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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// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
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// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
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// Nearest emulated sample given floating point position and texel offset.
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// Also zero's off screen.
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vec3 Fetch(vec2 pos,vec2 off){
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pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
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return brightboost * texture(REFERENCE,pos.xy).rgb;
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}
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// Distance in emulated pixels to nearest texel.
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vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
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// 1D Gaussian.
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float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
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// 5-tap Gaussian filter along horz line.
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vec3 Horz5(vec2 pos,float off){
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vec3 a=Fetch(pos,vec2(-2.0,off));
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vec3 b=Fetch(pos,vec2(-1.0,off));
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vec3 c=Fetch(pos,vec2( 0.0,off));
|
||||
vec3 d=Fetch(pos,vec2( 1.0,off));
|
||||
vec3 e=Fetch(pos,vec2( 2.0,off));
|
||||
float dst=Dist(pos).x;
|
||||
// Convert distance to weight.
|
||||
float scale=hardPix;
|
||||
float wa=Gaus(dst-2.0,scale);
|
||||
float wb=Gaus(dst-1.0,scale);
|
||||
float wc=Gaus(dst+0.0,scale);
|
||||
float wd=Gaus(dst+1.0,scale);
|
||||
float we=Gaus(dst+2.0,scale);
|
||||
// Return filtered sample.
|
||||
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(Horz5(vTexCoord, 0.0).rgb, 1.0);
|
||||
}
|
67
crt/shaders/crt-lottes-multipass/horz5minus2.slang
Normal file
67
crt/shaders/crt-lottes-multipass/horz5minus2.slang
Normal file
|
@ -0,0 +1,67 @@
|
|||
#version 450
|
||||
|
||||
#define hardPix -3.0
|
||||
#define brightboost 1
|
||||
#define shape 2.0
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 REFERENCESize;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
|
||||
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
|
||||
|
||||
// Nearest emulated sample given floating point position and texel offset.
|
||||
// Also zero's off screen.
|
||||
vec3 Fetch(vec2 pos,vec2 off){
|
||||
pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
|
||||
return brightboost * texture(REFERENCE,pos.xy).rgb;
|
||||
}
|
||||
|
||||
// Distance in emulated pixels to nearest texel.
|
||||
vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
|
||||
|
||||
// 1D Gaussian.
|
||||
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
|
||||
|
||||
// 5-tap Gaussian filter along horz line.
|
||||
vec3 Horz5(vec2 pos,float off){
|
||||
vec3 a=Fetch(pos,vec2(-2.0,off));
|
||||
vec3 b=Fetch(pos,vec2(-1.0,off));
|
||||
vec3 c=Fetch(pos,vec2( 0.0,off));
|
||||
vec3 d=Fetch(pos,vec2( 1.0,off));
|
||||
vec3 e=Fetch(pos,vec2( 2.0,off));
|
||||
float dst=Dist(pos).x;
|
||||
// Convert distance to weight.
|
||||
float scale=hardPix;
|
||||
float wa=Gaus(dst-2.0,scale);
|
||||
float wb=Gaus(dst-1.0,scale);
|
||||
float wc=Gaus(dst+0.0,scale);
|
||||
float wd=Gaus(dst+1.0,scale);
|
||||
float we=Gaus(dst+2.0,scale);
|
||||
// Return filtered sample.
|
||||
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(Horz5(vTexCoord, -2.0).rgb, 1.0);
|
||||
}
|
67
crt/shaders/crt-lottes-multipass/horz5plus2.slang
Normal file
67
crt/shaders/crt-lottes-multipass/horz5plus2.slang
Normal file
|
@ -0,0 +1,67 @@
|
|||
#version 450
|
||||
|
||||
#define hardPix -3.0
|
||||
#define brightboost 1
|
||||
#define shape 2.0
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 REFERENCESize;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
|
||||
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
|
||||
|
||||
// Nearest emulated sample given floating point position and texel offset.
|
||||
// Also zero's off screen.
|
||||
vec3 Fetch(vec2 pos,vec2 off){
|
||||
pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
|
||||
return brightboost * texture(REFERENCE,pos.xy).rgb;
|
||||
}
|
||||
|
||||
// Distance in emulated pixels to nearest texel.
|
||||
vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
|
||||
|
||||
// 1D Gaussian.
|
||||
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
|
||||
|
||||
// 5-tap Gaussian filter along horz line.
|
||||
vec3 Horz5(vec2 pos,float off){
|
||||
vec3 a=Fetch(pos,vec2(-2.0,off));
|
||||
vec3 b=Fetch(pos,vec2(-1.0,off));
|
||||
vec3 c=Fetch(pos,vec2( 0.0,off));
|
||||
vec3 d=Fetch(pos,vec2( 1.0,off));
|
||||
vec3 e=Fetch(pos,vec2( 2.0,off));
|
||||
float dst=Dist(pos).x;
|
||||
// Convert distance to weight.
|
||||
float scale=hardPix;
|
||||
float wa=Gaus(dst-2.0,scale);
|
||||
float wb=Gaus(dst-1.0,scale);
|
||||
float wc=Gaus(dst+0.0,scale);
|
||||
float wd=Gaus(dst+1.0,scale);
|
||||
float we=Gaus(dst+2.0,scale);
|
||||
// Return filtered sample.
|
||||
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(Horz5(vTexCoord, 2.0).rgb, 1.0);
|
||||
}
|
71
crt/shaders/crt-lottes-multipass/horz7.slang
Normal file
71
crt/shaders/crt-lottes-multipass/horz7.slang
Normal file
|
@ -0,0 +1,71 @@
|
|||
#version 450
|
||||
|
||||
#define brightboost 1
|
||||
#define shape 2.0
|
||||
#define hardBloomPix -1.5
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 REFERENCESize;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
|
||||
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
|
||||
|
||||
// Nearest emulated sample given floating point position and texel offset.
|
||||
// Also zero's off screen.
|
||||
vec3 Fetch(vec2 pos,vec2 off){
|
||||
pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
|
||||
return brightboost * texture(REFERENCE,pos.xy).rgb;
|
||||
}
|
||||
|
||||
// Distance in emulated pixels to nearest texel.
|
||||
vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
|
||||
|
||||
// 1D Gaussian.
|
||||
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
|
||||
|
||||
// 7-tap Gaussian filter along horz line.
|
||||
vec3 Horz7(vec2 pos,float off){
|
||||
vec3 a=Fetch(pos,vec2(-3.0,off));
|
||||
vec3 b=Fetch(pos,vec2(-2.0,off));
|
||||
vec3 c=Fetch(pos,vec2(-1.0,off));
|
||||
vec3 d=Fetch(pos,vec2( 0.0,off));
|
||||
vec3 e=Fetch(pos,vec2( 1.0,off));
|
||||
vec3 f=Fetch(pos,vec2( 2.0,off));
|
||||
vec3 g=Fetch(pos,vec2( 3.0,off));
|
||||
float dst=Dist(pos).x;
|
||||
// Convert distance to weight.
|
||||
float scale=hardBloomPix;
|
||||
float wa=Gaus(dst-3.0,scale);
|
||||
float wb=Gaus(dst-2.0,scale);
|
||||
float wc=Gaus(dst-1.0,scale);
|
||||
float wd=Gaus(dst+0.0,scale);
|
||||
float we=Gaus(dst+1.0,scale);
|
||||
float wf=Gaus(dst+2.0,scale);
|
||||
float wg=Gaus(dst+3.0,scale);
|
||||
// Return filtered sample.
|
||||
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);}
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(Horz7(vTexCoord, 0.0).rgb, 1.0);
|
||||
}
|
71
crt/shaders/crt-lottes-multipass/horz7minus1.slang
Normal file
71
crt/shaders/crt-lottes-multipass/horz7minus1.slang
Normal file
|
@ -0,0 +1,71 @@
|
|||
#version 450
|
||||
|
||||
#define brightboost 1
|
||||
#define shape 2.0
|
||||
#define hardBloomPix -1.5
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 REFERENCESize;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
|
||||
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
|
||||
|
||||
// Nearest emulated sample given floating point position and texel offset.
|
||||
// Also zero's off screen.
|
||||
vec3 Fetch(vec2 pos,vec2 off){
|
||||
pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
|
||||
return brightboost * texture(REFERENCE,pos.xy).rgb;
|
||||
}
|
||||
|
||||
// Distance in emulated pixels to nearest texel.
|
||||
vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
|
||||
|
||||
// 1D Gaussian.
|
||||
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
|
||||
|
||||
// 7-tap Gaussian filter along horz line.
|
||||
vec3 Horz7(vec2 pos,float off){
|
||||
vec3 a=Fetch(pos,vec2(-3.0,off));
|
||||
vec3 b=Fetch(pos,vec2(-2.0,off));
|
||||
vec3 c=Fetch(pos,vec2(-1.0,off));
|
||||
vec3 d=Fetch(pos,vec2( 0.0,off));
|
||||
vec3 e=Fetch(pos,vec2( 1.0,off));
|
||||
vec3 f=Fetch(pos,vec2( 2.0,off));
|
||||
vec3 g=Fetch(pos,vec2( 3.0,off));
|
||||
float dst=Dist(pos).x;
|
||||
// Convert distance to weight.
|
||||
float scale=hardBloomPix;
|
||||
float wa=Gaus(dst-3.0,scale);
|
||||
float wb=Gaus(dst-2.0,scale);
|
||||
float wc=Gaus(dst-1.0,scale);
|
||||
float wd=Gaus(dst+0.0,scale);
|
||||
float we=Gaus(dst+1.0,scale);
|
||||
float wf=Gaus(dst+2.0,scale);
|
||||
float wg=Gaus(dst+3.0,scale);
|
||||
// Return filtered sample.
|
||||
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);}
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(Horz7(vTexCoord, -1.0).rgb, 1.0);
|
||||
}
|
71
crt/shaders/crt-lottes-multipass/horz7plus1.slang
Normal file
71
crt/shaders/crt-lottes-multipass/horz7plus1.slang
Normal file
|
@ -0,0 +1,71 @@
|
|||
#version 450
|
||||
|
||||
#define brightboost 1
|
||||
#define shape 2.0
|
||||
#define hardBloomPix -1.5
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 REFERENCESize;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
|
||||
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
|
||||
|
||||
// Nearest emulated sample given floating point position and texel offset.
|
||||
// Also zero's off screen.
|
||||
vec3 Fetch(vec2 pos,vec2 off){
|
||||
pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
|
||||
return brightboost * texture(REFERENCE,pos.xy).rgb;
|
||||
}
|
||||
|
||||
// Distance in emulated pixels to nearest texel.
|
||||
vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
|
||||
|
||||
// 1D Gaussian.
|
||||
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
|
||||
|
||||
// 7-tap Gaussian filter along horz line.
|
||||
vec3 Horz7(vec2 pos,float off){
|
||||
vec3 a=Fetch(pos,vec2(-3.0,off));
|
||||
vec3 b=Fetch(pos,vec2(-2.0,off));
|
||||
vec3 c=Fetch(pos,vec2(-1.0,off));
|
||||
vec3 d=Fetch(pos,vec2( 0.0,off));
|
||||
vec3 e=Fetch(pos,vec2( 1.0,off));
|
||||
vec3 f=Fetch(pos,vec2( 2.0,off));
|
||||
vec3 g=Fetch(pos,vec2( 3.0,off));
|
||||
float dst=Dist(pos).x;
|
||||
// Convert distance to weight.
|
||||
float scale=hardBloomPix;
|
||||
float wa=Gaus(dst-3.0,scale);
|
||||
float wb=Gaus(dst-2.0,scale);
|
||||
float wc=Gaus(dst-1.0,scale);
|
||||
float wd=Gaus(dst+0.0,scale);
|
||||
float we=Gaus(dst+1.0,scale);
|
||||
float wf=Gaus(dst+2.0,scale);
|
||||
float wg=Gaus(dst+3.0,scale);
|
||||
// Return filtered sample.
|
||||
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);}
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(Horz7(vTexCoord, 1.0).rgb, 1.0);
|
||||
}
|
32
crt/shaders/crt-lottes-multipass/linearize.slang
Normal file
32
crt/shaders/crt-lottes-multipass/linearize.slang
Normal file
|
@ -0,0 +1,32 @@
|
|||
#version 450
|
||||
|
||||
#define GAMMA 2.2
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(pow(texture(Source, vTexCoord).rgb, vec3(GAMMA)), 1.0);
|
||||
}
|
Loading…
Reference in a new issue