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https://github.com/italicsjenga/slang-shaders.git
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605 lines
16 KiB
Plaintext
605 lines
16 KiB
Plaintext
#version 450
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// NES PAL composite signal simulation for RetroArch
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// shader by r57shell
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// thanks to feos & HardWareMan & NewRisingSun
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// also TV subpixels and scanlines
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// LICENSE: PUBLIC DOMAIN
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// NOTE: for nice TV subpixels and scanlines I recommend to
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// disable this features here and apply CRT-specialized shader.
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// Quality considerations
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// there are three main options:
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// USE_RAW (R), USE_DELAY_LINE (D), USE_COLORIMETRY (C)
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// here is table of quality in decreasing order:
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// RDC, RD, RC, DC, D, C
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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 Gamma;
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float Brightness;
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float Contrast;
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float Saturation;
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float HueShift;
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float HueRotation;
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float Ywidth;
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float Uwidth;
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float Vwidth;
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float TV_Pixels;
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float SizeX;
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float SizeY;
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float dark_scanline;
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float Phase_Y;
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float Phase_One;
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float Phase_Two;
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float USE_RAW_param;
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float USE_LUT_param;
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} params;
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#pragma parameter USE_RAW_param "(NES ONLY) Decode RAW Colors" 0.0 0.0 1.0 1.0
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#pragma parameter USE_LUT_param "(NES ONLY) Use RAW LUT For Speed" 0.0 0.0 1.0 1.0
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bool USE_RAW = bool(params.USE_RAW_param);
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bool USE_LUT = bool(params.USE_LUT_param);
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#pragma parameter Gamma "PAL Gamma" 2.5 0.0 10.0 0.03125
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#pragma parameter Brightness "PAL Brightness" 0.0 -1.0 2.0 0.03125
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#pragma parameter Contrast "PAL Contrast" 1.0 -1.0 2.0 0.03125
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#pragma parameter Saturation "PAL Saturation" 1.0 -1.0 2.0 0.03125
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#pragma parameter HueShift "PAL Hue Shift" -2.5 -6.0 6.0 0.015625
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#pragma parameter HueRotation "PAL Hue Rotation" 2.0 -5.0 5.0 0.015625
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#pragma parameter Ywidth "PAL Y Width" 12.0 1.0 32.0 1.0
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#pragma parameter Uwidth "PAL U Width" 23.0 1.0 32.0 1.0
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#pragma parameter Vwidth "PAL V Width" 23.0 1.0 32.0 1.0
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#pragma parameter SizeX "Active Width" 256.0 1.0 4096.0 1.0
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#pragma parameter SizeY "Active Height" 240.0 1.0 4096.0 1.0
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#pragma parameter TV_Pixels "PAL TV Pixels" 200.0 1.0 2400.0 1.0
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#pragma parameter dark_scanline "PAL Scanline" 0.5 0.0 1.0 0.025
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#pragma parameter Phase_Y "PAL Phase Y" 2.0 0.0 12.0 0.025
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#pragma parameter Phase_One "PAL Phase One" 0.0 0.0 12.0 0.025
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#pragma parameter Phase_Two "PAL Phase Two" 8.0 0.0 12.0 0.025
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// compatibility macros
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define frac(c) fract(c)
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#define saturate(c) clamp(c, 0.0, 1.0)
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#define fmod(x,y) mod(x,y)
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#define mul(x,y) (y*x)
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#define float2x2 mat2
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#define float3x3 mat3
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#define float4x4 mat4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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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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// TWEAKS start
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// comment this to disable dynamic settings, and use static.
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// if you unable to compile shader with dynamic settings,
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// and you want to tune parameters in menu, then
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// try to reduce somewhere below Mwidth from 32 to lower,
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// or disable USE_DELAY_LINE or USE_RAW, or all at once.
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#define PARAMETER_UNIFORM
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// use delay line technique
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// without delay line technique, color would interleave
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// to avoid this, set HueRotation to zero.
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#define USE_DELAY_LINE
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// use this if you need to swap even/odd V sign.
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// sign of V changes each scanline
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// so if some scanline is positive, then next is negative
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// and if you want to match picture
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// to actual running PAL NES on TV
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// you may want to have this option, to change signs
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// if they don't match
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//#define SWAP_VSIGN
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// phase shift from frame to frame as NTSC NES does.
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// but PAL NES doesn't
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//#define ANIMATE_PHASE
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// rough simulation of scanlines
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// better if you use additional shader instead
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// if you still use it, make sure that SizeY
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// is at least twice lower than output height
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//#define USE_SCANLINES
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// this option changes active visible fields.
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// this is not how actual NES works
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// it does not alter fields.
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//#define ANIMATE_SCANLINE
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// simulate CRT TV subpixels
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// better if you use CRT-specialized shader instead
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//#define USE_SUBPIXELS
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// to change gamma of virtual TV from 2.2 to something else
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//#define USE_GAMMA
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// use core size. for NES use this, for other cores turn off
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// for other cores use "size" tweak.
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//#define USE_CORE_SIZE
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// use raw palette, turn it on if you
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// have nestopia and having using raw palette
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//#define USE_RAW
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// use lookup texture, faster but less accuracy
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// it's working only if USE_RAW enabled.
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//#define USE_LUT
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// compensate filter width
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// it will make width of picture shorter
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// to make picture right border visible
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#define COMPENSATE_WIDTH
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// use sampled version. it's much more slower version of shader.
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// because it is computing x4 more values. NOT RECOMMENDED.
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//#define USE_SAMPLED
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/*#ifndef PARAMETER_UNIFORM
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// commented because parameters are always available in slang
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// NTSC standard gamma = 2.2
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// PAL standard gamma = 2.8
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// according to many sources, very unlikely gamma of TV is 2.8
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// most likely gamma of PAL TV is in range 2.4-2.5
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const float Gamma_static = 2.5; // gamma of virtual TV
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const float Brightness_static = 0.0;
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const float Contrast_static = 1.0;
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const float Saturation_static = 1.0;
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const int
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Ywidth_static = 12,
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Uwidth_static = 23,
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Vwidth_static = 23;
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// correct one is -2.5
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// works only with USE_RAW
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const float HueShift = -2.5;
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// rotation of hue due to luma level.
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const float HueRotation = 2.;
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// touch this only if you know what you doing
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const float Phase_Y = 2.; // fmod(341*10,12)
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const float Phase_One = 0.; // alternating phases.
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const float Phase_Two = 8.;
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// screen size, scanlines = y*2; y one field, and y other field.
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const int SizeX = 256;
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const int SizeY = 240;
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// count of pixels of virtual TV.
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// value close to 1000 produce small artifacts
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const int TV_Pixels = 400;
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const float dark_scanline = 0.5; // half
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#endif*/
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// this is using following matrixes.
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// it provides more scientific approach
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// by conversion into linear XYZ space
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// and back to sRGB.
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// it's using Gamma setting too.
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// define USE_GAMMA is not required.
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#define USE_COLORIMETRY
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const float3x3 RGB_to_XYZ =
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mat3(
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0.4306190, 0.3415419, 0.1783091,
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0.2220379, 0.7066384, 0.0713236,
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0.0201853, 0.1295504, 0.9390944
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);
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const float3x3 XYZ_to_sRGB =
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mat3(
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3.2406, -1.5372, -0.4986,
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-0.9689, 1.8758, 0.0415,
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0.0557, -0.2040, 1.0570
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);
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// TWEAKS end
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//#ifdef PARAMETER_UNIFORM
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const float Mwidth = 24;
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const int Ywidth_static = 1;
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const int Uwidth_static = 1;
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const int Vwidth_static = 1;
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const float Contrast_static = 1.;
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const float Saturation_static = 1.;
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/*#else
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#define Brightness Brightness_static
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#define Gamma Gamma_static
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#define Ywidth Ywidth_static
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#define Uwidth Uwidth_static
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#define Vwidth Vwidth_static
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const int Mwidth = max(float(Ywidth), max(float(Uwidth), float(Vwidth)));
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#ifdef USE_CORE_SIZE
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// just use core output size.
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#define size (params.SourceSize.xy)
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#else
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float2 size = float2(SizeX,SizeY);
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#endif
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#endif*/
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const float YUV_u = 0.492;
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const float YUV_v = 0.877;
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const mat3 RGB_to_YUV =
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mat3(
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float3( 0.299, 0.587, 0.114), //Y
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float3(-0.299,-0.587, 0.886)*YUV_u, //B-Y
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float3( 0.701,-0.587,-0.114)*YUV_v //R-Y
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);
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#ifdef USE_DELAY_LINE
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const float comb_line = 1.;
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#else
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const float comb_line = 2.;
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#endif
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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 float DeltaV;
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layout(location = 2) out float Voltage_0;
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layout(location = 3) out float Voltage_1;
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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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if(USE_RAW)
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{
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Voltage_0 = (!USE_LUT) ? 0.518 : 0.15103768593097774;
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Voltage_1 = (!USE_LUT) ? 1.962 : 1.;
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DeltaV = (Voltage_1-Voltage_0);
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}
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else DeltaV = 1.;
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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 float DeltaV;
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layout(location = 2) in float Voltage_0;
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layout(location = 3) in float Voltage_1;
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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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layout(set = 0, binding = 3) uniform sampler2D nes_lut;
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float RGB_y = Contrast_static/Ywidth_static/DeltaV;
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float RGB_u = comb_line*Contrast_static*Saturation_static/YUV_u/Uwidth_static/DeltaV;
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float RGB_v = comb_line*Contrast_static*Saturation_static/YUV_v/Vwidth_static/DeltaV;
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mat3 YUV_to_RGB =
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mat3(
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float3(1., 1., 1.)*RGB_y,
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float3(0., -0.114/0.587, 1.)*RGB_u,
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float3(1., -0.299/0.587, 0.)*RGB_v
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);
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const float pi = 3.1415926535897932384626433832795;
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bool InColorPhase(int color, float phase)
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{
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return fmod((color*2. + phase),24.) < 12.;
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}
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// from nesdev wiki page NTSC_video
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float NTSCsignal(float3 pixel, float phase)
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{
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float NTSC_out;
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// use LUT for RAW palette decoding for speed vs quality
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NTSC_out = texture(nes_lut,float2(dot(pixel,float3(
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15.*(8.)/512.,
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3.*(16.*8.)/512.,
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7./512.)
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) + 0.5/(4.*16.*8.), frac(phase/24.))).r;
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// return early to avoid costly decoding in software
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if(USE_LUT) return NTSC_out;
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// Voltage levels, relative to synch voltage
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const float black=.518, white=1.962, attenuation=.746,
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levels[8] = {.350, .518, .962,1.550, // Signal low
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1.094,1.506,1.962,1.962}; // Signal high
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// Decode the NES color.
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int color = int(pixel.r*15); // 0..15 "cccc"
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int level = int(pixel.g*3); // 0..3 "ll"
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int emphasis = int(pixel.b*7+0.1); // 0..7 "eee"
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if (color > 13) { level = 1; } // For colors 14..15, level 1 is forced.
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// The square wave for this color alternates between these two voltages:
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float low = levels[0], high = levels[4];
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if (level == 1) { low = levels[1], high = levels[5]; }
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if (level == 2) { low = levels[2], high = levels[6]; }
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if (level == 3) { low = levels[3], high = levels[7]; }
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if(color == 0) { low = high; } // For color 0, only high level is emitted
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if(color > 12) { high = low; } // For colors 13..15, only low level is emitted
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// Generate the square wave
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// When de-emphasis bits are set, some parts of the signal are attenuated:
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float2 e = fmod(float2(emphasis), float2(2.,4.));
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float signal = InColorPhase(color,phase) ? high : low;
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if( ((e.x != 0) && InColorPhase(0,phase))
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|| ((e.y-e.x != 0) && InColorPhase(4,phase))
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|| ((emphasis-e.y != 0) && InColorPhase(8,phase)) )
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NTSC_out = signal * attenuation;
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else
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NTSC_out = signal;
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return NTSC_out;
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}
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float sinn(float x)
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{
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return sin(/*fmod(x,24)*/x*(pi*2./24.));
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}
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float coss(float x)
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{
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return cos(/*fmod(x,24)*/x*(pi*2./24.));
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}
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float3 monitor(sampler2D tex, float2 p)
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{
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//#ifdef PARAMETER_UNIFORM
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const float2 size = float2(params.SizeX,params.SizeY);
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//#endif
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// align vertical coord to center of texel
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float2 uv = float2(
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#ifdef COMPENSATE_WIDTH
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p.x+p.x*(params.Ywidth/8.)/size.x,
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#else
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p.x,
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#endif
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(floor(p.y*params.SourceSize.y)+0.5)/params.SourceSize.y);
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#ifdef USE_DELAY_LINE
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float2 sh = (params.SourceSize.xy/params.SourceSize.xy/size)*float2(14./10.,-1.0);
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#endif
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float2 pc = uv*params.SourceSize.xy/params.SourceSize.xy*size*float2(10.,1.);
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float alpha = dot(floor(float2(pc.x,pc.y)),float2(2.,params.Phase_Y*2.));
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alpha += params.Phase_One*2.;
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#ifdef ANIMATE_PHASE
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if (fmod(IN.frame_count,2) > 1.)
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alpha += (params.Phase_Two-params.Phase_One)*2.;
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#endif
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// 1/size.x of screen in uv coords = params.SourceSize.x/params.SourceSize.x/size.x;
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// then 1/10*size.x of screen:
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float ustep = params.SourceSize.x/params.SourceSize.x/size.x/10.;
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float border = params.SourceSize.x/params.SourceSize.x;
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float ss = 2.0;
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#ifdef SWAP_VSIGN
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#define PAL_SWITCH(A) A < 1.
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#else
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#define PAL_SWITCH(A) A > 1.
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#endif
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if (PAL_SWITCH(fmod(uv.y*params.SourceSize.y/params.SourceSize.y*size.y,2.0)))
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{
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// cos(pi-alpha) = -cos(alpha)
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// sin(pi-alpha) = sin(alpha)
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// pi - alpha
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alpha = -alpha+12012.0;
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ss = -2.0;
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}
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float ysum = 0., usum = 0., vsum = 0., sig = 0., sig1 = 0.;
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for (int i=0; i<Mwidth; ++i)
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{
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float4 res = texture(tex, uv);
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if(USE_RAW)
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{
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sig = NTSCsignal(res.xyz,params.HueShift*2.+alpha-res.g*ss*params.HueRotation)-Voltage_0;
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// outside of texture is 0,0,0 which is white instead of black
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if (uv.x <= 0.0 || uv.x >= border)
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sig = 0;
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#ifdef USE_DELAY_LINE
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float4 res1 = texture(tex, uv+sh);
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sig1 = NTSCsignal(res1.xyz,params.HueShift*2.+12012.0-alpha+res.g*ss*params.HueRotation)-Voltage_0;
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if (uv.x + sh.x <= 0.0 || uv.x + sh.x >= border)
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sig1 = 0;
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#endif
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}
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else
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{
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float3 yuv = mul(RGB_to_YUV, res.xyz);
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const float a1 = alpha+(params.HueShift+2.5)*2.-yuv.x*ss*params.HueRotation;
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sig = yuv.x+dot(yuv.yz,sign(float2(sinn(a1),coss(a1))));
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#ifdef USE_DELAY_LINE
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float4 res1 = texture(tex, uv+sh);
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float3 yuv1 = mul(RGB_to_YUV, res1.xyz);
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const float a2 = (params.HueShift+2.5)*2.+12012.0-alpha+yuv.x*ss*params.HueRotation;
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sig1 = yuv1.x+dot(yuv1.yz,sign(float2(sinn(a2),coss(a2))));
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#endif
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}
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if (i < params.Ywidth)
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ysum += sig;
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#ifdef USE_DELAY_LINE
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if (i < params.Uwidth)
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usum += (sig+sig1)*sinn(alpha);
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if (i < params.Vwidth)
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vsum += (sig-sig1)*coss(alpha);
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#else
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if (i < params.Uwidth)
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usum += sig*sinn(alpha);
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if (i < params.Vwidth)
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vsum += sig*coss(alpha);
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#endif
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alpha -= ss;
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uv.x -= ustep;
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}
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//#ifdef PARAMETER_UNIFORM
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ysum *= params.Contrast/params.Ywidth;
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usum *= params.Contrast*params.Saturation/params.Uwidth;
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vsum *= params.Contrast*params.Saturation/params.Vwidth;
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//#endif
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float3 rgb = mul(float3(ysum+params.Brightness*Ywidth_static,usum,vsum), YUV_to_RGB);
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#if defined(USE_GAMMA) && !defined(USE_COLORIMETRY)
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float3 rgb1 = saturate(rgb);
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rgb = pow(rgb1, params.Gamma/2.2);
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#endif
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|
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#ifdef USE_COLORIMETRY
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float3 rgb1 = saturate(rgb);
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rgb = pow(rgb1, float3(params.Gamma, params.Gamma, params.Gamma));
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#endif
|
|
|
|
#if (defined(USE_SUBPIXELS) || defined(USE_SCANLINES))
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float2 q = (p*params.SourceSize.xy/params.SourceSize.xy)*float2(params.TV_Pixels*3.,size.y*2.);
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#endif
|
|
|
|
#ifdef USE_SCANLINES
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|
float scanlines = size.y * params.OutputSize.z;
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|
float top = fmod(q.y-0.5*scanlines*2.,2.);
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|
float bottom = top+frac(scanlines)*2.;
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float2 sw = saturate(min(float2(1.,2.),float2(bottom, bottom))
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|
-max(float2(0.,1.),float2(top)))
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|
+saturate(min(float2(3.,4.),float2(bottom, bottom))
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|
-max(float2(2.,3.),float2(top)))
|
|
+floor(scanlines);
|
|
#ifdef ANIMATE_SCANLINE
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|
#define SCANLINE_MUL (fmod(int(params.FrameCount),2)<1 \
|
|
? sw.x*params.dark_scanline+sw.y \
|
|
: sw.x+sw.y*params.dark_scanline)
|
|
#else
|
|
#define SCANLINE_MUL (sw.x*params.dark_scanline+sw.y)
|
|
#endif
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|
rgb = rgb*SCANLINE_MUL/(sw.x+sw.y);
|
|
|
|
/*
|
|
//old stupid method
|
|
float z =
|
|
#ifdef ANIMATE_SCANLINE
|
|
fmod(params.FrameCount,2.0)+
|
|
#endif
|
|
0.5;
|
|
|
|
if (abs(fmod(q.y+0.5,2)-z)<0.5)
|
|
rgb *= params.dark_scanline;
|
|
*/
|
|
#endif
|
|
|
|
// size of pixel screen in texture coords:
|
|
//float output_pixel_size = params.SourceSize.x/(params.OutputSize.x*params.SourceSize.x);
|
|
|
|
// correctness check
|
|
//if (fmod(p.x*output_pixel_size,2.0) < 1.0)
|
|
// rgb = float3(0.,0.,0.);
|
|
|
|
#ifdef USE_SUBPIXELS
|
|
float pixels = params.TV_Pixels * params.OutputSize.z;
|
|
float left = fmod(q.x-0.5*pixels*3.,3.);
|
|
float right = left+frac(pixels)*3.;
|
|
float3 w = saturate(min(float3(1.,2.,3.),float3(right,right,right))
|
|
-max(float3(0.,1.,2.),float3(left,left,left)))
|
|
+saturate(min(float3(4.,5.,6.),float3(right,right,right))
|
|
-max(float3(3.,4.,5.),float3(left,left,left)))
|
|
+floor(pixels);
|
|
rgb = rgb*3.*w/(w.x+w.y+w.z);
|
|
#endif
|
|
|
|
#ifdef USE_COLORIMETRY
|
|
float3 xyz1 = mul(RGB_to_XYZ,rgb);
|
|
float3 srgb = saturate(mul(XYZ_to_sRGB,xyz1));
|
|
float3 a1 = 12.92*srgb;
|
|
float3 a2 = 1.055*pow(srgb,float3(1./2.4))-0.055;
|
|
float3 ssrgb;
|
|
ssrgb.x = (srgb.x<0.0031308?a1.x:a2.x);
|
|
ssrgb.y = (srgb.y<0.0031308?a1.y:a2.y);
|
|
ssrgb.z = (srgb.z<0.0031308?a1.z:a2.z);
|
|
return ssrgb;
|
|
#else
|
|
return rgb;
|
|
#endif
|
|
}
|
|
|
|
// pos (left corner, sample size)
|
|
float4 monitor_sample(sampler2D tex, float2 p, float2 sample_)
|
|
{
|
|
// linear interpolation was...
|
|
// now other thing.
|
|
// http://imgur.com/m8Z8trV
|
|
// AT LAST IT WORKS!!!!
|
|
// going to check in retroarch...
|
|
float2 size = params.SourceSize.xy;
|
|
float2 next = float2(.25,1.)/size;
|
|
float2 f = frac(float2(4.,1.)*size*p);
|
|
sample_ *= float2(4.,1.)*size;
|
|
float2 l;
|
|
float2 r;
|
|
if (f.x+sample_.x < 1.)
|
|
{
|
|
l.x = f.x+sample_.x;
|
|
r.x = 0.;
|
|
}
|
|
else
|
|
{
|
|
l.x = 1.-f.x;
|
|
r.x = min(1.,f.x+sample_.x-1.);
|
|
}
|
|
if (f.y+sample_.y < 1.)
|
|
{
|
|
l.y = f.y+sample_.y;
|
|
r.y = 0.;
|
|
}
|
|
else
|
|
{
|
|
l.y = 1.-f.y;
|
|
r.y = min(1.,f.y+sample_.y-1.);
|
|
}
|
|
float3 top = mix(monitor(tex, p), monitor(tex, p+float2(next.x,0.)), r.x/(l.x+r.x));
|
|
float3 bottom = mix(monitor(tex, p+float2(0.,next.y)), monitor(tex, p+next), r.x/(l.x+r.x));
|
|
return float4(mix(top,bottom, r.y/(l.y+r.y)),1.0);
|
|
}
|
|
|
|
void main()
|
|
{
|
|
#ifdef USE_SAMPLED
|
|
FragColor = vec4(monitor_sample(Source, vTexCoord, params.OutputSize.zw).rgb, 1.0);
|
|
#else
|
|
FragColor = float4(monitor(Source, vTexCoord), 1.);
|
|
#endif
|
|
|
|
}
|