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https://github.com/italicsjenga/slang-shaders.git
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add crt-guest-sm shader and preset
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2a3de628c1
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crt/crt-guest-sm.slangp
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crt/crt-guest-sm.slangp
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shaders = 2
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shader0 = shaders/guest/d65-d50.slang
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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shader1 = shaders/guest/crt-guest-sm.slang
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crt/shaders/guest/crt-guest-sm.slang
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crt/shaders/guest/crt-guest-sm.slang
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#version 450
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/*
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CRT - Guest - SM (Scanline Mask) Shader
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Copyright (C) 2019 guest(r) - guest.r@gmail.com
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Big thanks to Nesguy from the Libretro forums for the masks and other ideas.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/* README - MASKS GUIDE
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To obtain the best results with masks 0, 1, 3, 4:
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must leave “mask size” at 1 and the display must be set to its native resolution to result in evenly spaced “active” LCD subpixels.
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Mask 0: Uses a magenta and green pattern for even spacing of the LCD subpixels.
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Mask 1: Intended for displays that have RBG subpixels (as opposed to the more common RGB).
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Uses a yellow/blue pattern for even spacing of the LCD subpixels.
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Mask 2: Common red/green/blue pattern.
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Mask 3: This is useful for 4K displays, where masks 0 and 1 can look too fine.
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Uses a red/yellow/cyan/blue pattern to result in even spacing of the LCD subpixels.
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Mask 4: Intended for displays that have the less common RBG subpixel pattern.
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This is useful for 4K displays, where masks 0 and 1 can look too fine.
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Uses a red/magenta/cyan/green pattern for even spacing of the LCD subpixels.
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*/
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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 smart, brightboost, scanline, beam_min, beam_max, s_gamma, h_sharp, mask, maskstr, masksize, gamma_out;
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} params;
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// smart Y integer scaline
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#pragma parameter smart "Smart Y Integer Scaling" 0.0 0.0 1.0 1.0
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// adjust brightness
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#pragma parameter brightboost "Bright boost" 1.15 0.5 2.0 0.05
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// scanline param, vertical sharpness
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#pragma parameter scanline "Scanline adjust" 8.0 1.0 12.0 1.0
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// dark area beam min - narrow
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#pragma parameter beam_min "Scanline dark" 1.35 0.5 2.0 0.05
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// bright area beam max -wide
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#pragma parameter beam_max "Scanline bright" 1.05 0.5 2.0 0.05
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// scanline gamma
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#pragma parameter s_gamma "Scanline gamma" 2.4 1.5 3.0 0.05
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// pixel sharpness
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#pragma parameter h_sharp "Horizontal sharpness" 2.0 1.0 5.0 0.05
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// crt mask
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#pragma parameter mask "CRT Mask (3&4 are 4k masks)" 0.0 0.0 4.0 1.0
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// raw crt mask strength
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#pragma parameter maskstr "Raw CRT Mask Strength" 0.15 0.0 1.0 0.05
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// crt mask size
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#pragma parameter masksize "CRT Mask Size" 1.0 1.0 2.0 1.0
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// gamma out
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#pragma parameter gamma_out "Gamma Out" 2.40 1.0 3.0 0.05
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#define smart params.smart
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#define brightboost params.brightboost
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#define scanline params.scanline
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#define beam_min params.beam_min
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#define beam_max params.beam_max
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#define s_gamma params.s_gamma
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#define h_sharp params.h_sharp
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#define mask params.mask
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#define maskstr params.maskstr
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#define masksize params.masksize
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#define gamma_out params.gamma_out
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#define TEX0 vTexCoord
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define Texture Source
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#define InputSize SourceSize
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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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float st(float x)
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{
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return exp2(-scanline*x*x);
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}
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vec3 sw(float x, vec3 color)
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{
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vec3 tmp = mix(vec3(2.75*beam_min),vec3(beam_max), color);
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tmp = mix(vec3(beam_max), tmp, pow(vec3(x), color+0.3));
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vec3 ex = vec3(x)*tmp;
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return exp2(-scanline*ex*ex)/(0.65 + 0.35*color);
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}
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float Overscan(float pos, float dy){
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pos=pos*2.0-1.0;
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pos*=dy;
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return pos*0.5+0.5;
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}
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void main()
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{
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vec2 tex = TEX0.xy * 1.000001;
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if (smart == 1.0)
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{
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float factor = params.OutputSize.y/params.InputSize.y;
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float intfactor = round(factor);
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float diff = factor/intfactor;
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tex.y = Overscan(tex.y*(params.SourceSize.y/params.InputSize.y), diff)*(params.InputSize.y/params.SourceSize.y);
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}
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vec2 OGL2Pos = tex * params.SourceSize.xy - vec2(0.5);
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vec2 fp = fract(OGL2Pos);
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vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * params.SourceSize.zw;
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// Reading the texels
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vec3 ul = COMPAT_TEXTURE(Texture, pC4 ).xyz; ul*=ul;
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vec3 ur = COMPAT_TEXTURE(Texture, pC4 + vec2(params.SourceSize.z,0.0)).xyz; ur*=ur;
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vec3 dl = COMPAT_TEXTURE(Texture, pC4 + vec2(0.0,params.SourceSize.w)).xyz; dl*=dl;
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vec3 dr = COMPAT_TEXTURE(Texture, pC4 + params.SourceSize.zw ).xyz; dr*=dr;
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float lx = fp.x; lx = pow(lx, h_sharp);
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float rx = 1.0 - fp.x; rx = pow(rx, h_sharp);
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float w = 1.0/(lx+rx);
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vec3 color1 = w*(ur*lx + ul*rx);
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vec3 color2 = w*(dr*lx + dl*rx);
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ul*=ul*ul; ul*=ul;
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ur*=ur*ur; ur*=ur;
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dl*=dl*dl; dl*=dl;
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dr*=dr*dr; dr*=dr;
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vec3 scolor1 = w*(ur*lx + ul*rx); scolor1 = pow(scolor1, vec3(s_gamma*(1.0/12.0)));
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vec3 scolor2 = w*(dr*lx + dl*rx); scolor2 = pow(scolor2, vec3(s_gamma*(1.0/12.0)));
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// calculating scanlines
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float f = fp.y;
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float t1 = st(f);
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float t2 = st(1.0-f);
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vec3 color = color1*t1 + color2*t2;
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vec3 scolor = scolor1*t1 + scolor2*t2;
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vec3 ctemp = color / (t1 + t2);
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vec3 sctemp = scolor / (t1 + t2);
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vec3 cref1 = mix(scolor1, sctemp, 0.35);
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vec3 cref2 = mix(scolor2, sctemp, 0.35);
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vec3 w1 = sw(f,cref1);
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vec3 w2 = sw(1.0-f,cref2);
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color = color1*w1 + color2*w2;
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color = min(color, 1.0);
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vec3 scan3 = vec3(0.0);
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float spos = floor((gl_FragCoord.x * 1.000001)/masksize); float spos1 = 0.0;
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vec3 tmp1 = 0.5*(ctemp+sqrt(ctemp));
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if (mask == 0.0)
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{
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spos1 = fract(spos*0.5);
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if (spos1 < 0.5) scan3.rb = color.rb;
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else scan3.g = color.g;
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}
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else
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if (mask == 1.0)
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{
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spos1 = fract(spos*0.5);
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if (spos1 < 0.5) scan3.rg = color.rg;
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else scan3.b = color.b;
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}
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else
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if (mask == 2.0)
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{
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spos1 = fract(spos/3.0);
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if (spos1 < 0.333) scan3.r = color.r;
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else if (spos1 < 0.666) scan3.g = color.g;
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else scan3.b = color.b;
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}
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else
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if (mask == 3.0)
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{
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spos1 = fract(spos*0.25);
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if (spos1 < 0.25) scan3.r = color.r;
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else if (spos1 < 0.50) scan3.rg = color.rg;
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else if (spos1 < 0.75) scan3.gb = color.gb;
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else scan3.b = color.b;
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}
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else
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{
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spos1 = fract(spos*0.25);
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if (spos1 < 0.25) scan3.r = color.r;
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else if (spos1 < 0.50) scan3.rb = color.rb;
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else if (spos1 < 0.75) scan3.gb = color.gb;
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else scan3.g = color.g;
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}
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color = mix(1.15*scan3, color, (1.0-maskstr)*tmp1)*(1.0 + 0.15*maskstr);
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color*=brightboost;
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float corr = (max(max(color.r,color.g),color.b) + 0.0001);
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if (corr < 1.0) corr = 1.0;
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color = color/corr;
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color = pow(color, vec3(1.0/gamma_out));
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FragColor = vec4(color, 1.0);
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}
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