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125
crt/shaders/slotmask.slang
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125
crt/shaders/slotmask.slang
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#version 450
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/*
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OSSC Slot Mask simulator
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by DariusG @2023
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*/
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layout(push_constant) uniform Push
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{
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float MASK_INTENSITY;
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float InputGamma;
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float OutputGamma;
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float THRESH,size, msk_scale;
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} params;
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// Parameter lines go here:
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#pragma parameter msk_scale "Mask Scale, to be equal to OSSC LINES" 4.0 4.0 5.0 1.0
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#define msk_scale params.msk_scale
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#pragma parameter MASK_INTENSITY "Mask Brightness" 0.2 0.0 1.0 0.05
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#define MASK_INTENSITY params.MASK_INTENSITY
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#pragma parameter size "Mask Size" 1.0 1.0 8.0 1.0
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#define size params.size
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#pragma parameter THRESH "Mask Threshold" 0.3 0.0 1.0 0.05
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#define THRESH params.THRESH
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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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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} global;
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#define SourceSize global.SourceSize
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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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layout(location = 1) out vec2 ps;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord.xy = TexCoord.xy;
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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 = 1) in vec2 ps;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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vec3 mask(vec2 pos, vec3 col)
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{
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vec3 msk = vec3 (MASK_INTENSITY);
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float x,y;
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vec2 p = pos*global.OutputSize.xy;
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p = (p/size);
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if (msk_scale == 4.0)
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{
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x = fract(p.x/6.0);
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y = fract(p.y/4.0);
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if (x < 0.5){
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if (x<1.0/6.0 && y > 1.0/4.0) msk.b = 1.0;
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else if (x<2.0/6.0 && x>1.0/6.0 && y < 3.0/4.0 ) msk.g = 1.0;
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else if (x<3.0/6.0 && x>2.0/6.0 && y > 1.0/4.0 ) msk.r = 1.0;
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}
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else if (x > 0.4999){
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if (x<4.0/6.0 && y < 3.0/4.0) msk.b = 1.0;
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else if (x<5.0/6.0 && x>4.0/6.0 && y > 1.0/4.0 ) msk.g = 1.0;
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else if (x<6.0/6.0 && x>5.0/6.0 && y < 3.0/4.0 ) msk.r = 1.0;
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}
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}
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if (msk_scale == 5.0)
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{
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x = fract(p.x/6.0);
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y = fract(p.y/5.0);
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if (x < 0.5){
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if (x<1.0/6.0 && y > 1.0/5.0) msk.b = 1.0;
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else if (x<2.0/6.0 && x>1.0/6.0 && y < 4.0/5.0 ) msk.g = 1.0;
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else if (x<3.0/6.0 && x>2.0/6.0 && y > 1.0/5.0 ) msk.r = 1.0;
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}
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else if (x > 0.4999){
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if (x<4.0/6.0 && y < 2.0/5.0 || x<4.0/6.0 && y >= 3.0/5.0) msk.b = 1.0;
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else if (x<5.0/6.0 && x>4.0/6.0 && y < 3.0/5.0 || x<5.0/6.0 && x>4.0/6.0 && y >= 4.0/5.0 ) msk.g = 1.0;
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else if (x<6.0/6.0 && x>5.0/6.0 && y < 2.0/5.0 || x<6.0/6.0 && x>5.0/6.0 && y >= 3.0/5.0 ) msk.r = 1.0;
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}
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}
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col *= msk;
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return col;
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}
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void main()
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{
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vec2 OGL2Pos = vTexCoord*SourceSize.xy;
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float cent = floor(OGL2Pos.y)+0.5;
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float ycoord = cent*SourceSize.w;
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ycoord = mix(vTexCoord.y, ycoord,0.7);
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vec3 col = texture(Source,vec2(vTexCoord.x,ycoord)).rgb;
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float l = dot(col,vec3(0.22,0.70,0.08));
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col = col*col;
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col = mix(mask(vTexCoord,col), col,l*THRESH);
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col = sqrt(col);
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col *= mix(1.0,1.3,l); //brightboost
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FragColor = vec4(col, 1.0);
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}
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23
scanlines/ossc_slot.slangp
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23
scanlines/ossc_slot.slangp
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shaders = "3"
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feedback_pass = "0"
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shader0 = "../misc/shaders/image-adjustment.slang"
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filter_linear2 = "false"
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scale_type_x0 = "source"
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scale_x0 = "1.000000"
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scale_type_y0 = "source"
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scale_y0 = "1.000000"
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shader1 = "../scanlines/shaders/ossc.slang"
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filter_linear2 = "false"
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scale_type_x1 = "viewport"
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scale_x1 = "1.000000"
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scale_type_y1 = "viewport"
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scale_y1 = "1.000000"
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shader2 = "../crt/shaders/slotmask.slang"
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filter_linear2 = "true"
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ia_saturation = "1.300000"
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ia_black_level = "0.060000"
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ia_bright_boost = "0.100000"
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L1 = "0.500000"
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L4 = "0.500000"
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L5 = "0.600000"
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HYBRID = "0.250000"
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