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Add gizmo-blur shader
Features: - uniform-nearest shader with parameterizable horizontal and vertical blur - can be used to mimic horizontal composite effects and vertical software blur - has a parameterizable colour bleeding option https://forums.libretro.com/t/gizmo-blur-shader/41514
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blurs/gizmo-composite-blur.slangp
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blurs/gizmo-composite-blur.slangp
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shaders = "1"
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shader0 = "shaders/gizmo-blur.slang"
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filter_linear0 = "true"
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scale_type0 = viewport
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parameters = "HORIZONTAL_BLUR;VERTICAL_BLUR;BLUR_OFFSET;SUBPIXEL_SCALING;BGR_LCD_PATTERN;COLOUR_BLEEDING"
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HORIZONTAL_BLUR = "1.0"
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VERTICAL_BLUR = "0.0"
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BLUR_OFFSET = "0.65"
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SUBPIXEL_SCALING = "1.0"
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BGR_LCD_PATTERN = "0.0"
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COLOUR_BLEEDING = "0.2"
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blurs/shaders/gizmo-blur.slang
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blurs/shaders/gizmo-blur.slang
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#version 450
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/*
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* gizmo98 blur shader
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* Copyright (C) 2023 gizmo98
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* version 0.1, 03.05.2023
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* ---------------------------------------------------------------------------------------
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* - initial commit
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*
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* https://github.com/gizmo98/gizmo-crt-shader
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*
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* This shader allows fine granular blur in x and y direction with colour bleeding.
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*
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* HORIZONTAL_BLUR simulates a bad composite signal which is neede for consoles like megadrive
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* VERTICAL_BLUR vertical blur simulates N64 vertical blur
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* BGR_LCD_PATTERN most LCDs have a RGB pixel pattern. Enable BGR pattern with this switch
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* COLOUR_BLEEDING colour bleeding intensity
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*
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* uses parts of texture anti-aliasing shader from Ikaros https://www.shadertoy.com/view/ldsSRX
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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 HORIZONTAL_BLUR;
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float VERTICAL_BLUR;
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float BLUR_OFFSET;
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float SUBPIXEL_SCALING;
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float BGR_LCD_PATTERN;
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float COLOUR_BLEEDING;
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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 parameter HORIZONTAL_BLUR "Horizontal Blur" 0.0 0.0 1.0 1.0
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#pragma parameter VERTICAL_BLUR "Vertical Blur" 0.0 0.0 1.0 1.0
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#pragma parameter BLUR_OFFSET "Blur Intensity" 0.5 0.0 1.0 0.05
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#pragma parameter SUBPIXEL_SCALING "Subpixel scaling" 0.0 0.0 1.0 1.0
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#pragma parameter BGR_LCD_PATTERN "BGR output pattern" 0.0 0.0 1.0 1.0
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#pragma parameter COLOUR_BLEEDING "Colour bleeding intensity" 0.0 0.0 3.0 0.1
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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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vec2 saturateA(in vec2 x)
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{
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return clamp(x, 0.0, 1.0);
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}
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vec2 magnify(in vec2 uv, in vec2 res)
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{
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uv *= res;
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return (saturateA(fract(uv) / saturateA(fwidth(uv))) + floor(uv) - 0.5) / res.xy;
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}
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vec4 textureAABlur(in vec2 uv){
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vec2 texSize = vec2(textureSize(Source, 0));
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uv = magnify(uv,texSize.xy);
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uv = uv*texSize.xy + 0.5;
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vec2 iuv = floor(uv);
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vec2 fuv = uv - iuv;
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if (params.HORIZONTAL_BLUR == 1.0){
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vec2 uv1 = vec2(uv + vec2(-0.5,-0.5)) / texSize.xy;
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vec2 uv2 = vec2(uv + vec2(-0.5 + params.BLUR_OFFSET,-0.5)) / texSize.xy;
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vec4 col1 = texture( Source, uv1 );
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vec4 col2 = texture( Source, uv2 );
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vec4 col = (col1 + col2) / vec4(2.0);
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if (params.VERTICAL_BLUR == 1.0){
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vec2 uv3 = vec2(uv + vec2(-0.5,-0.5 +params.BLUR_OFFSET)) / texSize.xy;
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vec2 uv4 = vec2(uv + vec2(-0.5 + params.BLUR_OFFSET,-0.5 +params.BLUR_OFFSET)) / texSize.xy;
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vec4 col3 = texture( Source, uv3 );
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vec4 col4 = texture( Source, uv4 );
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col = (((col3 + col4) / vec4(2.0)) + col) / vec4(2.0);
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}
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return col;
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}
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else{
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uv = vec2(uv + vec2(-0.5,-0.5)) / texSize.xy;
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return texture( Source, uv );
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}
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}
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vec4 textureSubpixelScaling(in vec2 uvr, in vec2 uvg, in vec2 uvb ){
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return vec4(textureAABlur(uvr).r, textureAABlur(uvg).g, textureAABlur(uvb).b, 1.0);
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}
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float GetFuv(in vec2 uv){
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vec2 texSize = vec2(textureSize(Source, 0));
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uv = uv*texSize.xy + 0.5;
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vec2 iuv = floor(uv);
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vec2 fuv = uv - iuv;
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return abs((fuv*fuv*fuv*(fuv*(fuv*6.0-15.0)+10.0)).y - 0.5);
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}
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vec3 XCoords(in float coord, in float factor){
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float iGlobalTime = float(params.FrameCount) * 0.025;
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float spread = 0.333 + params.COLOUR_BLEEDING;
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vec3 coords = vec3(coord);
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if(params.BGR_LCD_PATTERN == 1.0)
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coords.r += spread * 2.0;
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else
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coords.b += spread * 2.0;
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coords.g += spread;
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coords *= factor;
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return coords;
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}
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float YCoord(in float coord, in float factor){
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return coord * factor;
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}
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void main()
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{
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vec2 texSize = vec2(textureSize(Source, 0));
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vec2 texcoord = vTexCoord.xy;
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vec2 fragCoord = texcoord.xy * params.OutputSize.xy;
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vec2 factor = texSize.xy / params.OutputSize.xy;
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if (params.SUBPIXEL_SCALING == 1.0){
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highp float yCoord = YCoord(fragCoord.y, factor.y);
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highp vec3 xCoords = XCoords(fragCoord.x, factor.x);
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vec2 coord_r = vec2(xCoords.r/ texSize.x, texcoord.y);
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vec2 coord_g = vec2(xCoords.g, yCoord) / texSize.xy;
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vec2 coord_b = vec2(xCoords.b, yCoord) / texSize.xy;
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FragColor = textureSubpixelScaling(coord_r,coord_g,coord_b);
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}
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else{
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vec2 coord = vec2(fragCoord * factor) / texSize.xy;
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FragColor = textureAABlur(coord);
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}
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}
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