mirror of
https://github.com/italicsjenga/slang-shaders.git
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383 lines
12 KiB
Plaintext
383 lines
12 KiB
Plaintext
#version 450
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/*
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CRT - Guest - Advanced - NTSC
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Copyright (C) 2018-2023 guest(r) - guest.r@gmail.com
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Incorporates many good ideas and suggestions from Dr. Venom.
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I would also like give thanks to many Libretro forums members for continuous feedback, suggestions and caring about the shader.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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layout(push_constant) uniform Push
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{
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float IOS, OS, BLOOM, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
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h_sharp, s_sharp, warpX, warpY, glow, shadowMask, masksize, ring, no_scanlines;
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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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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 bloom;
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float halation;
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float scans;
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float gamma_c;
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float gamma_out;
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float overscanX;
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float overscanY;
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float intres;
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float prescalex;
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float c_shape;
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float blendMode;
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float scangamma;
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float rolling_scan;
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float sborder;
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float scan_falloff;
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float bloom_dist;
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} global;
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#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0
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#pragma parameter glow " (Magic) Glow Strength" 0.08 -2.0 2.0 0.01
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#define glow params.glow // Glow Strength
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#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05
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#define bloom global.bloom // bloom effect
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#pragma parameter mask_bloom " Mask Bloom" 0.0 0.0 2.0 0.05
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#define mask_bloom params.mask_bloom // bloom effect
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#pragma parameter bloom_dist " Bloom Distribution" 0.0 0.0 3.0 0.05
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#define bloom_dist global.bloom_dist // bloom effect distribution
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#pragma parameter halation " Halation Strength" 0.0 -2.0 2.0 0.025
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#define halation global.halation // halation effect
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#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.025
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#define gamma_c global.gamma_c // adjust brightness
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#pragma parameter brightboost " Bright Boost Dark Pixels" 1.40 0.25 10.0 0.05
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#define brightboost params.brightboost // adjust brightness
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#pragma parameter brightboost1 " Bright Boost Bright Pixels" 1.10 0.25 3.00 0.025
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#define brightboost1 params.brightboost1 // adjust brightness
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#pragma parameter bogus_scanline "[ SCANLINE OPTIONS ]: " 0.0 0.0 1.0 1.0
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#pragma parameter gsl " Scanline Type" 0.0 -1.0 2.0 1.0
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#define gsl params.gsl // Alternate scanlines
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#pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 -20.0 40.0 0.5
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#define scanline1 params.scanline1 // scanline param, vertical sharpness
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#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 0.0 70.0 1.0
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#define scanline2 params.scanline2 // scanline param, vertical sharpness
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#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 10.0 0.05
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#define beam_min params.beam_min // dark area beam min - narrow
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#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.2 3.5 0.025
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#define beam_max params.beam_max // bright area beam max - wide
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#pragma parameter beam_size " Increased Bright Scanline Beam" 0.60 0.0 1.0 0.05
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#define beam_size params.beam_size // increased max. beam size
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#pragma parameter scans " Scanline Saturation / Mask Falloff" 0.50 -5.0 5.0 0.10
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#define scans global.scans // scanline saturation
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#pragma parameter scan_falloff " Scanline Falloff" 1.0 0.10 2.0 0.05
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#define scan_falloff global.scan_falloff // scanline falloff
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#pragma parameter scangamma " Scanline Gamma" 2.40 0.5 5.0 0.05
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#define scangamma global.scangamma
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#pragma parameter rolling_scan " Rolling Scanlines" 0.0 -1.0 1.0 0.01
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#define rolling_scan global.rolling_scan // rolling scanlines
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#pragma parameter no_scanlines " No-scanline mode" 0.0 0.0 1.5 0.05
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#define no_scanlines params.no_scanlines
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#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0
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#pragma parameter intres " Internal Resolution Y: 0.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match
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#pragma parameter IOS " Integer Scaling: Odd:Y, Even:'X'+Y" 0.0 0.0 4.0 1.0
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#define IOS params.IOS // Smart Integer Scaling
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#pragma parameter OS " R. Bloom Overscan Mode" 1.0 0.0 2.0 1.0
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#define OS params.OS // Do overscan
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#pragma parameter BLOOM " Raster bloom %" 0.0 0.0 20.0 1.0
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#define BLOOM params.BLOOM // Bloom overscan percentage
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#pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
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#define warpX params.warpX // Curvature X
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#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
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#define warpY params.warpY // Curvature Y
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#pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05
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#define c_shape global.c_shape // curvature shape
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#pragma parameter overscanX " Overscan X original pixels" 0.0 -200.0 200.0 1.0
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#define overscanX global.overscanX // OverscanX pixels
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#pragma parameter overscanY " Overscan Y original pixels" 0.0 -200.0 200.0 1.0
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#define overscanY global.overscanY // OverscanY pixels
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define TEX0 vTexCoord
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#define OutputSize global.OutputSize
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#define gl_FragCoord (vTexCoord * OutputSize.xy)
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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 * 1.00001;
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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 LinearizePass;
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layout(set = 0, binding = 3) uniform sampler2D AvgLumPass;
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layout(set = 0, binding = 4) uniform sampler2D Pass1;
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#define eps 1e-8
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float st(float x)
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{
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return exp2(-10.0*x*x);
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}
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float st1(float x)
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{
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return exp2(-7.0*x*x);
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}
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float sw0(float x, float color, float scanline)
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{
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float tmp = mix(beam_min, beam_max, color);
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float ex = x*tmp;
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ex = (gsl > -0.5) ? ex*ex : mix(ex*ex, ex*ex*ex, 0.4);
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return exp2(-scanline*ex);
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}
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float sw1(float x, float color, float scanline)
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{
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x = mix (x, beam_min*x, max(x-0.4*color,0.0));
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float tmp = mix(1.2*beam_min, beam_max, color);
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float ex = x*tmp;
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return exp2(-scanline*ex*ex);
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}
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float sw2(float x, float color, float scanline)
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{
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float tmp = mix((2.5-0.5*color)*beam_min, beam_max, color);
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tmp = mix(beam_max, tmp, pow(x, color+0.3));
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float ex = x*tmp;
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return exp2(-scanline*ex*ex);
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}
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vec2 Warp(vec2 pos)
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{
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pos = pos*2.0-1.0;
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pos = mix(pos, vec2(pos.x*inversesqrt(1.0-c_shape*pos.y*pos.y), pos.y*inversesqrt(1.0-c_shape*pos.x*pos.x)), vec2(warpX, warpY)/c_shape);
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return pos*0.5 + 0.5;
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}
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vec2 Overscan(vec2 pos, float dx, float dy){
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pos=pos*2.0-1.0;
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pos*=vec2(dx,dy);
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return pos*0.5+0.5;
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}
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vec3 gc(vec3 c)
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{
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float mc = max(max(c.r,c.g),c.b);
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float mg = pow(mc, 1.0/gamma_c);
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return c * mg/(mc + eps);
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}
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void main()
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{
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float prescalex = float(textureSize(LinearizePass, 0).x) / (2.0*global.OriginalSize.x);
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vec4 SourceSize = global.OriginalSize * vec4(prescalex, 1.0, 1.0/prescalex, 1.0);
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SourceSize*= vec4(2.0, 1.0, 0.5, 1.0);
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float lum = COMPAT_TEXTURE(AvgLumPass, vec2(0.5,0.5)).a;
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float gamma_in = 1.0/COMPAT_TEXTURE(LinearizePass, vec2(0.25,0.25)).a;
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float intera = COMPAT_TEXTURE(LinearizePass, vec2(0.75,0.25)).a;
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bool interb = ((intera < 0.5) || (no_scanlines > 0.025));
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float SourceY = SourceSize.y;
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float sy = 1.0;
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if (global.intres == 1.0) sy = SourceY/224.0;
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if (global.intres > 0.25 && global.intres != 1.0) sy = global.intres;
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SourceSize*=vec4(1.0, 1.0/sy, 1.0, sy);
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// Calculating texel coordinates
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vec2 texcoord = TEX0.xy;
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if (IOS > 0.0 && !interb){
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vec2 ofactor = OutputSize.xy/global.OriginalSize.xy;
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vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor);
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vec2 diff = ofactor/intfactor;
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float scan = diff.y;
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texcoord = Overscan(texcoord, scan, scan);
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if (IOS == 1.0 || IOS == 3.0) texcoord = vec2(TEX0.x, texcoord.y);
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}
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float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum*BLOOM/100.0;
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texcoord = Overscan(texcoord, factor, factor);
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texcoord = Overscan(texcoord, (global.OriginalSize.x - overscanX)/global.OriginalSize.x, (global.OriginalSize.y - overscanY)/global.OriginalSize.y);
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vec2 pos = Warp(texcoord);
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vec2 pos0 = Warp(TEX0.xy);
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vec2 coffset = vec2(0.5, 0.5);
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vec2 ps = SourceSize.zw;
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vec2 OGL2Pos = pos * SourceSize.xy - coffset;
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vec2 fp = fract(OGL2Pos);
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vec2 dx = vec2(ps.x,0.0);
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vec2 dy = vec2(0.0, ps.y);
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// Reading the texels
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float f = fp.y;
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vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
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pC4.x = pos.x;
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if (global.intres == 0.5 && prescalex < 1.5) pC4.y = floor(pC4.y * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w;
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if (interb && no_scanlines < 0.025) pC4.y = pos.y; else if (interb) pC4.y = pC4.y + smoothstep(0.40-0.5*no_scanlines, 0.60 + 0.5*no_scanlines, f)*SourceSize.w;
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vec3 color1 = COMPAT_TEXTURE(Pass1, pC4 ).rgb;
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vec3 scolor1 = COMPAT_TEXTURE(Pass1, pC4 ).aaa;
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if(!interb) color1 = pow(color1, vec3(scangamma/gamma_in));
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pC4+=dy;
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if (global.intres == 0.5 && prescalex < 1.5) pC4.y = floor((pos.y + 0.33*dy.y) * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w;
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vec3 color2 = COMPAT_TEXTURE(Pass1, pC4 ).rgb;
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vec3 scolor2 = COMPAT_TEXTURE(Pass1, pC4 ).aaa;
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if(!interb) color2 = pow(color2, vec3(scangamma/gamma_in));
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vec3 ctmp = color1; float w3 = 1.0; vec3 color = color1;
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vec3 one = vec3(1.0);
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if (!interb)
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{
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// calculating scanlines
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float shape1 = mix(scanline1, scanline2, f);
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float shape2 = mix(scanline1, scanline2, 1.0-f);
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float wt1 = st(f);
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float wt2 = st(1.0-f);
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vec3 color00 = color1*wt1 + color2*wt2;
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vec3 scolor0 = scolor1*wt1 + scolor2*wt2;
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ctmp = color00/(wt1+wt2);
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vec3 sctmp = scolor0/(wt1+wt2);
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float wf1, wf2;
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vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = pow(max(max(cref1.r,cref1.g),cref1.b), scan_falloff);
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vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = pow(max(max(cref2.r,cref2.g),cref2.b), scan_falloff);
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float f1 = f;
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float f2 = 1.0-f;
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float scanpix = SourceSize.x/OutputSize.x;
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f1 = fract(f1 + rolling_scan*float(global.FrameCount)*scanpix);
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f2 = 1.0 - f1;
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if (gsl < 0.5) { wf1 = sw0(f1,creff1,shape1); wf2 = sw0(f2,creff2,shape2);} else
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if (gsl == 1.0) { wf1 = sw1(f1,creff1,shape1); wf2 = sw1(f2,creff2,shape2);} else
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{ wf1 = sw2(f1,creff1,shape1); wf2 = sw2(f2,creff2,shape2);}
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if ((wf1 + wf2) > 1.0) { float wtmp = 1.0/(wf1+wf2); wf1*=wtmp; wf2*=wtmp; }
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// Scanline saturation application
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vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2);
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w3 = wf1+wf2;
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float mc1 = max(max(color1.r,color1.g),color1.b) + eps;
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float mc2 = max(max(color2.r,color2.g),color2.b) + eps;
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cref1 = color1 / mc1;
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cref2 = color2 / mc2;
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float scanpow1 = (scans > 0.0) ? 1.0 : pow(f1, 0.375);
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float scanpow2 = (scans > 0.0) ? 1.0 : pow(f2, 0.375);
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w1 = pow(w1, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref1, scanpow1)));
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w2 = pow(w2, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref2, scanpow2)));
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color = (gc(color1)*w1 + gc(color2)*w2);
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if (abs(rolling_scan) > 0.005)
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{
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wt1 = st1(f);
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wt2 = st1(1.0-f);
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color00 = (color1*wt1 + color2*wt2)/(wt1+wt2);
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color = gc(color00) * mix(w1+w2, w3.xxx, max(wf1,wf2));
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}
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color = min(color, 1.0);
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}
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if (interb)
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{
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color = gc(color1);
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}
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float colmx = max(max(ctmp.r,ctmp.g),ctmp.b);
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if(!interb) color = pow( color, vec3(gamma_in/scangamma) );
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FragColor = vec4(color, colmx);
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}
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