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https://github.com/italicsjenga/slang-shaders.git
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update fake-crt-geom-potato (#429)
fix small mistakes in crt-geom-potato
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233cc7dcec
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fe459ce01c
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@ -1,5 +1,5 @@
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shaders = 1
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shaders = 1
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shader0 = shaders/fake-crt-geom-potato.slang
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shader0 = shaders/fake-crt-geom-potato.slang
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filter_linear0 = true
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filter_linear0 = false
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scale_type0 = viewport
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scale_type0 = viewport
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@ -155,7 +155,6 @@ void main()
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vec3 lumweight=vec3(0.213,0.715,0.072);
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vec3 lumweight=vec3(0.213,0.715,0.072);
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float lum = dot(color,lumweight);
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float lum = dot(color,lumweight);
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color = pow(color,vec3(INGAMMA));
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//APPLY MASK
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//APPLY MASK
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float MSK = mix(MSK1,MSK2,lum);
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float MSK = mix(MSK1,MSK2,lum);
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@ -165,9 +164,10 @@ void main()
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float SCANLINE = mix(SCANLINE1,SCANLINE2,lum);
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float SCANLINE = mix(SCANLINE1,SCANLINE2,lum);
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//INTERLACING MODE FIX SCANLINES
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//INTERLACING MODE FIX SCANLINES
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if (INTERLACE > 0.0 && global.OriginalSize.y > 400.0 ) scan; else
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if (INTERLACE > 0.0 && global.OriginalSize.y > 400.0 ) scan; else
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scan= SCANLINE * sin(fract(vTexCoord.y*SourceSize.y/SCALE)*3.141529) +(1.0-SCANLINE);
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color *= SCANLINE * sin(fract(vTexCoord.y*SourceSize.y/SCALE)*3.141529) +(1.0-SCANLINE);
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color = pow(color,vec3(INGAMMA));
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color *=mix(scan*mask, scan, dot(color, vec3(FADE)));
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color =mix(color, color*mask, dot(color, vec3(FADE)));
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color *= mix(1.0,BOOST,lum);
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color *= mix(1.0,BOOST,lum);
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color *= vec3(1.0+WPR, 1.0-WPR/2.0, 1.0-WPR/2.0);
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color *= vec3(1.0+WPR, 1.0-WPR/2.0, 1.0-WPR/2.0);
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@ -16,13 +16,13 @@ layout(push_constant) uniform Push
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// Parameter lines go here:
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// Parameter lines go here:
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#pragma parameter boost "Bright boost " 1.00 1.00 2.00 0.02
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#pragma parameter boost "Bright boost " 1.20 1.00 2.00 0.02
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#define boost params.boost
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#define boost params.boost
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#pragma parameter SCANLINE "Scanline Intensity" 0.70 0.0 1.0 0.05
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#pragma parameter SCANLINE "Scanline Intensity" 0.50 0.0 1.0 0.05
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#define SCANLINE params.SCANLINE
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#define SCANLINE params.SCANLINE
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#pragma parameter cgwg "Mask Intensity " 0.8 0.0 1.0 0.05
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#pragma parameter cgwg "Mask Intensity " 0.3 0.0 1.0 0.05
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#define cgwg params.cgwg
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#define cgwg params.cgwg
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@ -63,11 +63,14 @@ void main()
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vec3 res = texture(Source, pos).rgb;
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vec3 res = texture(Source, pos).rgb;
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res *=res;
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res *= SCANLINE * sin(fract(p.y)*pi) +(1.0-SCANLINE);
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res *= SCANLINE * sin(fract(p.y)*pi) +(1.0-SCANLINE);
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// apply the mask
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//scanlines will misalign if res*res is run before scanlines applied.
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res *= cgwg * sin(fract(pos.x*0.5*params.OutputSize.x)*pi) +(1.0-cgwg);
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res *= res;
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// apply the mask
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res *= cgwg*(sin(pos.x*params.OutputSize.x*pi))+1.0-cgwg ;
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res = sqrt(res);
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res = sqrt(res);
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res *= boost;
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res *= boost;
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