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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 08:51:32 +11:00
add crt-torridgristle shaders and preset
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parent
969a763d35
commit
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44
crt/crt-torridgristle.slangp
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44
crt/crt-torridgristle.slangp
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shaders = 7
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shader0 = shaders/torridgristle/Scanline-Interpolation.slang
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filter_linear0 = true
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scale_type0 = source
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shader1 = shaders/torridgristle/ScanlineSimple.slang
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filter_linear1 = true
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scale_type1 = source
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scale1 = 3.0
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shader2 = ../reshade/shaders/blendoverlay/blendoverlay.slang
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filter_linear2 = true
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scale_type2 = viewport
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shader3 = shaders/torridgristle/Brighten.slang
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filter_linear3 = true
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alias3 = candy_ref
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shader4 = shaders/torridgristle/sunset-gaussian-vert.slang
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filter_linear4 = true
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scale_type4 = source
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shader5 = shaders/torridgristle/sunset-gaussian-horiz.slang
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filter_linear5 = true
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scale_type5 = source
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shader6 = shaders/torridgristle/Candy-Bloom.slang
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filter_linear6 = true
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textures = "overlay"
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overlay = ../reshade/shaders/blendoverlay/shadowmask-4x4.png
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filter_overlay = linear
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parameters = "ScanlineSize;YIQAmount;BrightenLevel;BrightenAmount;GlowLevel;GlowTightness;LUTHeight;LUTWidth;OverlayMix"
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ScanlineSize = 3.0;
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YIQAmount = 0.35;
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BrightenLevel = 2.0;
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BrightenAmount = 0.1;
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GlowLevel = 1.0;
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GlowTightness = 0.8;
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LUTWidth = 4.0
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LUTHeight = 4.0
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OverlayMix = 0.5
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43
crt/shaders/torridgristle/Brighten.slang
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43
crt/shaders/torridgristle/Brighten.slang
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#version 450
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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 BrightenLevel;
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float BrightenAmount;
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} params;
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#pragma parameter BrightenLevel "Brighten Level" 2.0 1.0 10.0 1.0
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#pragma parameter BrightenAmount "Brighten Amount" 0.1 0.0 1.0 0.1
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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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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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#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 Source;
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void main()
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{
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vec3 Picture = texture(Source, vTexCoord).xyz;
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Picture = clamp(Picture,0.0,1.0);
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FragColor = vec4(mix(Picture,1.0-pow(1.0-Picture,vec3(params.BrightenLevel)),params.BrightenAmount),1.0);
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}
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53
crt/shaders/torridgristle/Candy-Bloom.slang
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crt/shaders/torridgristle/Candy-Bloom.slang
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#version 450
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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 GlowLevel;
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float GlowTightness;
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} params;
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#pragma parameter GlowLevel "Glow Level" 1.0 0.0 1.0 0.1
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#pragma parameter GlowTightness "Glow Tightness" 0.5 0.0 1.0 0.1
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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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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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#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 Source;
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layout(set = 0, binding = 3) uniform sampler2D candy_ref;
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void main()
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{
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vec3 Picture = texture(Source, vTexCoord).xyz;
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float MaxRGB = max(Picture.x, max(Picture.y, Picture.z));
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float MinRGB = min(Picture.x, min(Picture.y, Picture.z));
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float YIQLuminance = ((0.299*Picture.x) + (0.587*Picture.y) + (0.114*Picture.z));
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Picture /= MaxRGB;
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Picture = clamp(Picture,0.0,1.0);
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FragColor = vec4(mix(texture(candy_ref, vTexCoord).xyz, Picture, mix(1.-pow(1.-YIQLuminance,2.0),YIQLuminance*YIQLuminance,params.GlowTightness)*params.GlowLevel),1.0);
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}
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36
crt/shaders/torridgristle/Scanline-Interpolation.slang
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36
crt/shaders/torridgristle/Scanline-Interpolation.slang
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#version 450
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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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#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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#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 Source;
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void main()
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{
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vec2 texCoordHard = vec2(vTexCoord.x,(floor(vTexCoord.y*params.SourceSize.y)+0.5)/params.SourceSize.y);
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FragColor = vec4(texture(Source, texCoordHard).rgb, 1.0);
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}
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67
crt/shaders/torridgristle/ScanlineSimple.slang
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67
crt/shaders/torridgristle/ScanlineSimple.slang
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#version 450
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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 ScanlineSize;
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float YIQAmount;
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} params;
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#pragma parameter ScanlineSize "Scanline Size" 3.0 2.0 32.0 1.0
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#pragma parameter YIQAmount "YIQ Amount" 1.0 0.0 1.0 0.05
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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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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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#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 Source;
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#define Pi 3.1415926536
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const mat3 RGB_to_YIQ = mat3( 0.299 , 0.595716 , 0.211456 , 0.587 , -0.274453 , -0.522591 , 0.114 , -0.321263 , 0.311135 );
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const mat3 YIQ_to_RGB = mat3( 1.0 , 1.0 , 1.0 , 0.9563 , -0.2721 , -1.1070 , 0.6210 , -0.6474 , 1.7046 );
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void main()
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{
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vec3 Picture = texture(Source,vTexCoord).xyz;
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float HSBrightness = max(max(Picture.x,Picture.y),max(Picture.y,Picture.z));
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float YIQLuminance = ((0.299*Picture.x) + (0.587*Picture.y) + (0.114*Picture.z));
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float HSBYIQHybrid = mix(HSBrightness,YIQLuminance,HSBrightness);
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float Scanline = mod(vTexCoord.y*params.OutputSize.y,params.ScanlineSize)/params.ScanlineSize;
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Scanline = 1.-abs(Scanline-0.5)*2.;
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Scanline = 1.-pow(1.-Scanline,2.0);
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Scanline = clamp(sqrt(Scanline)-(1-HSBYIQHybrid),0.0,1.0);
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Scanline /= HSBYIQHybrid;
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vec3 YIQApplication = Picture * RGB_to_YIQ;
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YIQApplication.x *= Scanline;
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YIQApplication *= YIQ_to_RGB;
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FragColor = vec4(mix(Picture*Scanline,YIQApplication*mix(Scanline,1.0,0.75),params.YIQAmount),1.0);
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//FragColor = vec4(Picture,1.0);
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//FragColor = vec4(Scanline);
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}
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49
crt/shaders/torridgristle/sunset-gaussian-horiz.slang
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49
crt/shaders/torridgristle/sunset-gaussian-horiz.slang
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#version 450
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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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#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 blurCoordinates[5];
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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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blurCoordinates[0] = vTexCoord.xy;
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blurCoordinates[1] = vTexCoord.xy + params.OutputSize.zw * vec2(1.407333,0.0);
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blurCoordinates[2] = vTexCoord.xy - params.OutputSize.zw * vec2(1.407333,0.0);
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blurCoordinates[3] = vTexCoord.xy + params.OutputSize.zw * vec2(3.294215,0.0);
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blurCoordinates[4] = vTexCoord.xy - params.OutputSize.zw * vec2(3.294215,0.0);
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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 blurCoordinates[5];
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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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vec4 sum = vec4(0.0);
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sum += texture(Source, blurCoordinates[0]) * 0.204164;
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sum += texture(Source, blurCoordinates[1]) * 0.304005;
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sum += texture(Source, blurCoordinates[2]) * 0.304005;
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sum += texture(Source, blurCoordinates[3]) * 0.093913;
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sum += texture(Source, blurCoordinates[4]) * 0.093913;
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FragColor = sum;
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}
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49
crt/shaders/torridgristle/sunset-gaussian-vert.slang
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49
crt/shaders/torridgristle/sunset-gaussian-vert.slang
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#version 450
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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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#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 blurCoordinates[5];
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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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blurCoordinates[0] = vTexCoord.xy;
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blurCoordinates[1] = vTexCoord.xy + params.OutputSize.zw * vec2(0.,1.407333);
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blurCoordinates[2] = vTexCoord.xy - params.OutputSize.zw * vec2(0.,1.407333);
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blurCoordinates[3] = vTexCoord.xy + params.OutputSize.zw * vec2(0.,3.294215);
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blurCoordinates[4] = vTexCoord.xy - params.OutputSize.zw * vec2(0.,3.294215);
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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 blurCoordinates[5];
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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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vec4 sum = vec4(0.0);
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sum += texture(Source, blurCoordinates[0]) * 0.204164;
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sum += texture(Source, blurCoordinates[1]) * 0.304005;
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sum += texture(Source, blurCoordinates[2]) * 0.304005;
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sum += texture(Source, blurCoordinates[3]) * 0.093913;
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sum += texture(Source, blurCoordinates[4]) * 0.093913;
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FragColor = sum;
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}
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