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remove vestigial console-border parameter and half-pixel offset from gb-pass0
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1 changed files with 1 additions and 6 deletions
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@ -7,9 +7,8 @@ layout(push_constant) uniform Push
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vec4 SourceSize;
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vec4 SourceSize;
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vec4 OriginalHistorySize1;
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vec4 OriginalHistorySize1;
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float baseline_alpha;
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float baseline_alpha;
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float grey_balance;
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float grey_balance;
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float response_time;
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float response_time;
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float console_border_enable;
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float video_scale;
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float video_scale;
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} registers;
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} registers;
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@ -33,9 +32,6 @@ layout(std140, set = 0, binding = 0) uniform UBO
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// Higher values result in longer color transition periods - [0, 1]
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// Higher values result in longer color transition periods - [0, 1]
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#pragma parameter response_time "LCD Response Time" 0.333 0.0 0.777 0.111
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#pragma parameter response_time "LCD Response Time" 0.333 0.0 0.777 0.111
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// Change scaling to enable use in console-border shaders
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#pragma parameter console_border_enable "Console-Border Enable" 0.0 0.0 1.0 1.0
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// Set video scale when used in console-border shaders
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// Set video scale when used in console-border shaders
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#pragma parameter video_scale "Video Scale" 3.0 3.0 5.0 1.0
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#pragma parameter video_scale "Video Scale" 3.0 3.0 5.0 1.0
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@ -88,7 +84,6 @@ layout(location = 3) out vec2 one_texel;
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void main()
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void main()
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{
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{
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float video_scale_factor = floor(registers.OutputSize.y * registers.SourceSize.w);
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float video_scale_factor = floor(registers.OutputSize.y * registers.SourceSize.w);
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if (registers.console_border_enable > 0.5) video_scale_factor = registers.video_scale;
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vec2 scaled_video_out = (registers.SourceSize.xy * vec2(video_scale_factor));
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vec2 scaled_video_out = (registers.SourceSize.xy * vec2(video_scale_factor));
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// Remaps position to integer scaled output
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// Remaps position to integer scaled output
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gl_Position = global.MVP * Position / vec4( vec2(registers.OutputSize.xy / scaled_video_out), 1.0, 1.0 );
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gl_Position = global.MVP * Position / vec4( vec2(registers.OutputSize.xy / scaled_video_out), 1.0, 1.0 );
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