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207 lines
10 KiB
Plaintext
207 lines
10 KiB
Plaintext
# IMPORTANT:
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# Shader passes need to know details about the image in the mask_texture LUT
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# files, so set the following constants in user-preset-constants.h accordingly:
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# 1.) mask_triads_per_tile = (number of horizontal triads in mask texture LUT's)
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# 2.) mask_texture_small_size = (texture size of mask*texture_small LUT's)
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# 3.) mask_texture_large_size = (texture size of mask*texture_large LUT's)
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# 4.) mask_grille_avg_color = (avg. brightness of mask_grille_texture* LUT's, in [0, 1])
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# 5.) mask_slot_avg_color = (avg. brightness of mask_slot_texture* LUT's, in [0, 1])
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# 6.) mask_shadow_avg_color = (avg. brightness of mask_shadow_texture* LUT's, in [0, 1])
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# Shader passes also need to know certain scales set in this preset, but their
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# compilation model doesn't currently allow the preset file to tell them. Make
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# sure to set the following constants in user-preset-constants.h accordingly too:
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# 1.) bloom_approx_scale_x = scale_x2
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# 2.) mask_resize_viewport_scale = vec2(scale_x6, scale_y5)
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# Finally, shader passes need to know the value of geom_max_aspect_ratio used to
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# calculate scale_y5 (among other values):
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# 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5)
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shaders = "12"
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# Set an identifier, filename, and sampling traits for the phosphor mask texture.
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# Load an aperture grille, slot mask, and an EDP shadow mask, and load a small
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# non-mipmapped version and a large mipmapped version.
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# TODO: Test masks in other directories.
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textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large"
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mask_grille_texture_small = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
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mask_grille_texture_large = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
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mask_slot_texture_small = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
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mask_slot_texture_large = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"
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mask_shadow_texture_small = "shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
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mask_shadow_texture_large = "shaders/crt-royale/TileableLinearShadowMaskEDP.png"
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mask_grille_texture_small_wrap_mode = "repeat"
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mask_grille_texture_large_wrap_mode = "repeat"
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mask_slot_texture_small_wrap_mode = "repeat"
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mask_slot_texture_large_wrap_mode = "repeat"
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mask_shadow_texture_small_wrap_mode = "repeat"
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mask_shadow_texture_large_wrap_mode = "repeat"
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mask_grille_texture_small_linear = "true"
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mask_grille_texture_large_linear = "true"
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mask_slot_texture_small_linear = "true"
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mask_slot_texture_large_linear = "true"
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mask_shadow_texture_small_linear = "true"
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mask_shadow_texture_large_linear = "true"
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mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
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mask_grille_texture_large_mipmap = "true" # Essential for hardware-resized masks
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mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
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mask_slot_texture_large_mipmap = "true" # Essential for hardware-resized masks
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mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
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mask_shadow_texture_large_mipmap = "true" # Essential for hardware-resized masks
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# Pass0: Linearize the input based on CRT gamma and bob interlaced fields.
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# (Bobbing ensures we can immediately blur without getting artifacts.)
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shader0 = "shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
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alias0 = "ORIG_LINEARIZED"
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filter_linear0 = "false"
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scale_type0 = "source"
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scale0 = "1.0"
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srgb_framebuffer0 = "true"
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# Pass1: Resample interlaced (and misconverged) scanlines vertically.
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# Separating vertical/horizontal scanline sampling is faster: It lets us
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# consider more scanlines while calculating weights for fewer pixels, and
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# it reduces our samples from vertical*horizontal to vertical+horizontal.
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# This has to come right after ORIG_LINEARIZED, because there's no
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# "original_source" scale_type we can use later.
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shader1 = "shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
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alias1 = "VERTICAL_SCANLINES"
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filter_linear1 = "true"
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scale_type_x1 = "source"
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scale_x1 = "1.0"
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scale_type_y1 = "viewport"
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scale_y1 = "1.0"
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#float_framebuffer1 = "true"
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srgb_framebuffer1 = "true"
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# Pass2: Do a small resize blur of ORIG_LINEARIZED at an absolute size, and
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# account for convergence offsets. We want to blur a predictable portion of the
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# screen to match the phosphor bloom, and absolute scale works best for
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# reliable results with a fixed-size bloom. Picking a scale is tricky:
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# a.) 400x300 is a good compromise for the "fake-bloom" version: It's low enough
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# to blur high-res/interlaced sources but high enough that resampling
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# doesn't smear low-res sources too much.
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# b.) 320x240 works well for the "real bloom" version: It's 1-1.5% faster, and
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# the only noticeable visual difference is a larger halation spread (which
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# may be a good thing for people who like to crank it up).
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# Note the 4:3 aspect ratio assumes the input has cropped geom_overscan (so it's
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# *intended* for an ~4:3 aspect ratio).
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shader2 = "shaders/crt-royale/src/crt-royale-bloom-approx.slang"
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alias2 = "BLOOM_APPROX"
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filter_linear2 = "true"
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scale_type2 = "absolute"
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scale_x2 = "320"
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scale_y2 = "240"
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srgb_framebuffer2 = "true"
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# Pass3: Vertically blur the input for halation and refractive diffusion.
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# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
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# a constant portion of the screen is probably physically correct if the
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# viewport resolution is proportional to the simulated CRT size.
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shader3 = "../blurs/blur9fast-vertical.slang"
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filter_linear3 = "true"
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scale_type3 = "source"
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scale3 = "1.0"
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srgb_framebuffer3 = "true"
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# Pass4: Horizontally blur the input for halation and refractive diffusion.
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# Note: Using a one-pass 9x9 blur is about 1% slower.
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shader4 = "../blurs/blur9fast-horizontal.slang"
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alias4 = "HALATION_BLUR"
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filter_linear4 = "true"
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scale_type4 = "source"
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scale4 = "1.0"
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srgb_framebuffer4 = "true"
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# Pass5: Lanczos-resize the phosphor mask vertically. Set the absolute
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# scale_x5 == mask_texture_small_size.x (see IMPORTANT above). Larger scales
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# will blur, and smaller scales could get nasty. The vertical size must be
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# based on the viewport size and calculated carefully to avoid artifacts later.
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# First calculate the minimum number of mask tiles we need to draw.
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# Since curvature is computed after the scanline masking pass:
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# num_resized_mask_tiles = 2.0;
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# If curvature were computed in the scanline masking pass (it's not):
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# max_mask_texel_border = ~3.0 * (1/3.0 + 4.0*sqrt(2.0) + 0.5 + 1.0);
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# max_mask_tile_border = max_mask_texel_border/
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# (min_resized_phosphor_triad_size * mask_triads_per_tile);
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# num_resized_mask_tiles = max(2.0, 1.0 + max_mask_tile_border * 2.0);
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# At typical values (triad_size >= 2.0, mask_triads_per_tile == 8):
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# num_resized_mask_tiles = ~3.8
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# Triad sizes are given in horizontal terms, so we need geom_max_aspect_ratio
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# to relate them to vertical resolution. The widest we expect is:
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# geom_max_aspect_ratio = 4.0/3.0 # Note: Shader passes need to know this!
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# The fewer triads we tile across the screen, the larger each triad will be as a
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# fraction of the viewport size, and the larger scale_y5 must be to draw a full
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# num_resized_mask_tiles. Therefore, we must decide the smallest number of
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# triads we'll guarantee can be displayed on screen. We'll set this according
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# to 3-pixel triads at 768p resolution (the lowest anyone's likely to use):
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# min_allowed_viewport_triads = 768.0*geom_max_aspect_ratio / 3.0 = 341.333333
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# Now calculate the viewport scale that ensures we can draw resized_mask_tiles:
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# min_scale_x = resized_mask_tiles * mask_triads_per_tile /
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# min_allowed_viewport_triads
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# scale_y5 = geom_max_aspect_ratio * min_scale_x
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# # Some code might depend on equal scales:
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# scale_x6 = scale_y5
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# Given our default geom_max_aspect_ratio and min_allowed_viewport_triads:
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# scale_y5 = 4.0/3.0 * 2.0/(341.33333 / 8.0) = 0.0625
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# IMPORTANT: The scales MUST be calculated in this way. If you wish to change
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# geom_max_aspect_ratio, update that constant in user-preset-constants.h!
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shader5 = "shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
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filter_linear5 = "true"
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scale_type_x5 = "absolute"
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scale_x5 = "64"
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scale_type_y5 = "viewport"
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scale_y5 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
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#srgb_framebuffer5 = "false" # mask_texture is already assumed linear
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# Pass6: Lanczos-resize the phosphor mask horizontally. scale_x6 = scale_y5.
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# TODO: Check again if the shaders actually require equal scales.
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shader6 = "shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
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alias6 = "MASK_RESIZE"
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filter_linear6 = "false"
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scale_type_x6 = "viewport"
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scale_x6 = "0.0625"
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scale_type_y6 = "source"
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scale_y6 = "1.0"
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#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
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# Pass7: Resample (misconverged) scanlines horizontally, apply halation, and
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# apply the phosphor mask.
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shader7 = "shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
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alias7 = "MASKED_SCANLINES"
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filter_linear7 = "true" # This could just as easily be nearest neighbor.
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scale_type7 = "viewport"
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scale7 = "1.0"
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#float_framebuffer7 = "true"
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srgb_framebuffer7 = "true"
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# Pass 8: Compute a brightpass. This will require reading the final mask.
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shader8 = "shaders/crt-royale/src/crt-royale-brightpass.slang"
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alias8 = "BRIGHTPASS"
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filter_linear8 = "true" # This could just as easily be nearest neighbor.
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scale_type8 = "viewport"
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scale8 = "1.0"
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srgb_framebuffer8 = "true"
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# Pass 9: Blur the brightpass vertically
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shader9 = "shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
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filter_linear9 = "true" # This could just as easily be nearest neighbor.
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scale_type9 = "source"
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scale9 = "1.0"
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srgb_framebuffer9 = "true"
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# Pass 10: Blur the brightpass horizontally and combine it with the dimpass:
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shader10 = "shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
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filter_linear10 = "true"
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scale_type10 = "source"
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scale10 = "1.0"
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srgb_framebuffer10 = "true"
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# Pass 11: Compute curvature/AA:
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shader11 = "shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang"
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filter_linear11 = "true"
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scale_type11 = "viewport"
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mipmap_input11 = "true"
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texture_wrap_mode11 = "clamp_to_edge"
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