mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
add aliaspider's GTU
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744aea4918
commit
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19
crt/gtu-v050.slangp
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19
crt/gtu-v050.slangp
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shaders = 3
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shader0 = shaders/gtu-v050/pass1.slang
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scale_type0 = source
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scale0 = 1.0
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float_framebuffer0 = true
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shader1 = shaders/gtu-v050/pass2.slang
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scale_type_x1 = viewport
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scale_x1 = 1.0
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scale_type_y1 = source
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scale_y1 = 1.0
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filter_linear1 = false
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float_framebuffer1 = true
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shader2 = shaders/gtu-v050/pass3.slang
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scale_type2 = viewport
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scale_2 = 1.0
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filter_linear2 = false
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3
crt/shaders/gtu-v050/config.h
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crt/shaders/gtu-v050/config.h
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#pragma parameter compositeConnection "Composite Connection Enable" 0.0 0.0 1.0 1.0
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#define FIXNUM 6
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50
crt/shaders/gtu-v050/pass1.slang
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crt/shaders/gtu-v050/pass1.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 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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float compositeConnection;
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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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////////////////////////////////////////////////////////
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// GTU version 0.50
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// Author: aliaspider - aliaspider@gmail.com
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// License: GPLv3
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////////////////////////////////////////////////////////
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#include "config.h"
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#define RGB_to_YIQ mat3x3( 0.299 , 0.595716 , 0.211456 , 0.587 , -0.274453 , -0.522591 , 0.114 , -0.321263 , 0.311135 )
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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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vec4 c = texture(Source, vTexCoord);
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if(params.compositeConnection > 0.0)
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c.rgb = c.rgb * RGB_to_YIQ;
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FragColor = c;
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}
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92
crt/shaders/gtu-v050/pass2.slang
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crt/shaders/gtu-v050/pass2.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 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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float signalResolution;
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float signalResolutionI;
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float signalResolutionQ;
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float compositeConnection;
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} params;
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#pragma parameter signalResolution "Signal Resolution Y" 256.0 16.0 1024.0 16.0
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#pragma parameter signalResolutionI "Signal Resolution I" 83.0 1.0 350.0 2.0
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#pragma parameter signalResolutionQ "Signal Resolution Q" 25.0 1.0 350.0 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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} global;
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////////////////////////////////////////////////////////
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// GTU version 0.50
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// Author: aliaspider - aliaspider@gmail.com
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// License: GPLv3
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////////////////////////////////////////////////////////
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#include "config.h"
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#define YIQ_to_RGB mat3x3( 1.0 , 1.0 , 1.0 , 0.9563 , -0.2721 , -1.1070 , 0.6210 , -0.6474 , 1.7046 )
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#define pi 3.14159265358
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#define a(x) abs(x)
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#define d(x,b) (pi*b*min(a(x)+0.5,1.0/b))
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#define e(x,b) (pi*b*min(max(a(x)-0.5,-1.0/b),1.0/b))
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#define STU(x,b) ((d(x,b)+sin(d(x,b))-e(x,b)-sin(e(x,b)))/(2.0*pi))
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//#define X(i) (offset-(i))
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#define GETC (texture(Source, vec2(vTexCoord.x - X * params.SourceSize.z, vTexCoord.y)).rgb)
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#define VAL_composite vec3((c.x*STU(X,(params.signalResolution * params.SourceSize.z))),(c.y*STU(X,(params.signalResolutionI * params.SourceSize.z))),(c.z*STU(X,(params.signalResolutionQ * params.SourceSize.z))))
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#define VAL (c*STU(X,(params.signalResolution * params.SourceSize.z)))
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#define PROCESS(i) X=(offset-(i));c=GETC;tempColor+=VAL;
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#define PROCESS_composite(i) X=(offset-(i));c=GETC;tempColor+=VAL_composite;
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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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float offset = fract((vTexCoord.x * params.SourceSize.x) - 0.5);
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vec3 tempColor = vec3(0.0);
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float X;
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vec3 c;
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float range;
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if (params.compositeConnection > 0.0)
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range=ceil(0.5+params.SourceSize.x/min(min(params.signalResolution,params.signalResolutionI),params.signalResolutionQ));
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else
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range=ceil(0.5+params.SourceSize.x/params.signalResolution);
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float i;
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if(params.compositeConnection > 0.0){
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for (i=-range;i<range+2.0;i++){
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PROCESS_composite((offset-(i)))
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}
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}
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else{
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for (i=-range;i<range+2.0;i++){
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PROCESS((offset-(i)))
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}
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}
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if(params.compositeConnection > 0.0)
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tempColor=clamp(tempColor * YIQ_to_RGB,0.0,1.0);
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else
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tempColor=clamp(tempColor,0.0,1.0);
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// tempColor=clamp(tempColor,0.0,1.0);
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FragColor = vec4(tempColor, 1.0);
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}
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109
crt/shaders/gtu-v050/pass3.slang
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109
crt/shaders/gtu-v050/pass3.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 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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float noScanlines;
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float tvVerticalResolution;
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float blackLevel;
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float contrast;
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float compositeConnection;
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} params;
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#pragma parameter noScanlines "No Scanlines" 0.0 0.0 1.0 1.0
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#pragma parameter tvVerticalResolution "TV Vertical Resolution" 250.0 20.0 1000.0 10.0
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#pragma parameter blackLevel "Black Level" 0.07 -0.30 0.30 0.01
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#pragma parameter contrast "Contrast" 1.0 0.0 2.0 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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////////////////////////////////////////////////////////
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// GTU version 0.50
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// Author: aliaspider - aliaspider@gmail.com
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// License: GPLv3
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////////////////////////////////////////////////////////
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#include "config.h"
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#define pi 3.14159265358
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#define normalGauss(x) ((exp(-(x)*(x)*0.5))/sqrt(2.0*pi))
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float normalGaussIntegral(float x)
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{
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float a1 = 0.4361836;
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float a2 = -0.1201676;
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float a3 = 0.9372980;
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float p = 0.3326700;
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float t = 1.0 / (1.0 + p*abs(x));
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return (0.5-normalGauss(x) * (t*(a1 + t*(a2 + a3*t))))*sign(x);
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}
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vec3 scanlines( float x , vec3 c){
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float temp=sqrt(2*pi)*(params.tvVerticalResolution * params.SourceSize.w);
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float rrr=0.5*(params.SourceSize.y * params.OutputSize.w);
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float x1=(x+rrr)*temp;
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float x2=(x-rrr)*temp;
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c.r=(c.r*(normalGaussIntegral(x1)-normalGaussIntegral(x2)));
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c.g=(c.g*(normalGaussIntegral(x1)-normalGaussIntegral(x2)));
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c.b=(c.b*(normalGaussIntegral(x1)-normalGaussIntegral(x2)));
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c*=(params.OutputSize.y * params.SourceSize.w);
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return c;
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}
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#define Y(j) (offset.y-(j))
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#define a(x) abs(x)
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#define d(x,b) (pi*b*min(a(x)+0.5,1.0/b))
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#define e(x,b) (pi*b*min(max(a(x)-0.5,-1.0/b),1.0/b))
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#define STU(x,b) ((d(x,b)+sin(d(x,b))-e(x,b)-sin(e(x,b)))/(2.0*pi))
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#define SOURCE(j) vec2(vTexCoord.x,vTexCoord.y - Y(j) * params.SourceSize.w)
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#define C(j) (texture(Source, SOURCE(j)).xyz)
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#define VAL(j) (C(j)*STU(Y(j),(params.tvVerticalResolution * params.SourceSize.w)))
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#define VAL_scanlines(j) (scanlines(Y(j),C(j)))
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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 offset = fract((vTexCoord.xy * params.SourceSize.xy) - 0.5);
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vec3 tempColor = vec3(0.0);
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float range=ceil(0.5+params.SourceSize.y/params.tvVerticalResolution);
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float i;
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if (params.noScanlines > 0.0)
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for (i=-range;i<range+2.0;i++){
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tempColor+=VAL(i);
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}
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else
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for (i=-range;i<range+2.0;i++){
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tempColor+=VAL_scanlines(i);
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}
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tempColor-=vec3(params.blackLevel);
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tempColor*=(params.contrast/vec3(1.0-params.blackLevel));
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FragColor = vec4(tempColor, 1.0);
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}
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