mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 08:51:32 +11:00
590 lines
19 KiB
C++
590 lines
19 KiB
C++
/*
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CRT - Guest - Advanced
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Copyright (C) 2018-2022 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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// All parameter uniform values are in hsm-globals.inc
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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 " Glow Strength -- glow" 0.08 -2.0 2.0 0.01
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#define glow global.glow // Glow Strength
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#pragma parameter bloom " Bloom Strength -- bloom" 0.0 -2.0 2.0 0.05
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#define bloom global.bloom // bloom effect
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#pragma parameter bloom_dist " Bloom Distribution -- bloom_dist" 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 -- halation" 0.0 0.0 2.0 0.025
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#define halation global.halation // halation effect
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#pragma parameter gamma_c " Gamma Correct -- gamma_c" 1.0 0.50 2.0 0.02
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#define gamma_c global.gamma_c // adjust brightness
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#pragma parameter brightboost " Bright Boost Dark Pixels -- brightboost" 1.40 0.25 10.0 0.05
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#define brightboost global.brightboost // adjust brightness
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#pragma parameter brightboost1 " Bright Boost Bright Pixels -- brightboost1" 1.10 0.25 3.00 0.025
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#define brightboost1 global.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 -- gsl" 0.0 -1.0 2.0 1.0
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#define gsl global.gsl // Alternate scanlines
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#pragma parameter scanline1 " Scanline Beam Shape Center -- scanline1" 6.0 -20.0 20.0 0.5
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#define scanline1 global.scanline1 // scanline param, vertical sharpness
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#pragma parameter scanline2 " Scanline Beam Shape Edges -- scanline2" 8.0 0.0 70.0 1.0
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#define scanline2 global.scanline2 // scanline param, vertical sharpness
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#pragma parameter beam_min " Scanline Shape Dark Pixels -- beam_min" 1.30 0.25 5 0.05
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#define beam_min global.beam_min // dark area beam min - narrow
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#pragma parameter beam_max " Scanline Shape Bright Pixels -- beam_max" 1.00 0.4 3.5 0.025
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#define beam_max global.beam_max // bright area beam max - wide
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#pragma parameter beam_size " Increased Bright Scanline Beam -- beam_size" 0.60 0.0 1.0 0.05
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#define beam_size global.beam_size // increased max. beam size
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#pragma parameter vertmask " Scanline Color Deconvergence -- vertmask" 0.0 -1.0 1.0 0.1
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#define vertmask global.vertmask // Scanline deconvergence colors
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#pragma parameter scans " Scanline Saturation / Mask Falloff -- scans" 0.60 0.0 2.5 0.05
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#define scans global.scans // scanline saturation
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#pragma parameter scan_falloff " Scanline Falloff -- scan_falloff" 1.0 0.25 2.0 0.05
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#define scan_falloff global.scan_falloff // scanline falloff
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#pragma parameter spike " Scanline Spike Removal -- spike" 1.0 0.0 2.0 0.10
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#define spike global.spike
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#pragma parameter rolling_scan " Rolling Scanlines -- rolling_scan" 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 bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0
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#pragma parameter h_sharp " Horizontal sharpness -- h_sharp" 5.20 0.20 15.0 0.10
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#define h_sharp global.h_sharp // pixel sharpness
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#pragma parameter s_sharp " Substractive sharpness (1.0 recommended) -- s_sharp" 0.80 0.0 1.5 0.10
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#define s_sharp global.s_sharp // substractive sharpness
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#pragma parameter ring " Substractive sharpness Ringing -- ring" 0.8 0.0 4.0 0.1
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#define ring global.ring // substractive sharpness ringing
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#pragma parameter smart_ei " Smart Edges Effect Strength -- smart_ei" 0.0 0.0 0.75 0.01
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#define smart_ei global.smart_ei // smart edge handling
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#pragma parameter ei_limit " Smart Edges Effect Strength Limit -- ei_limit" 0.25 0.0 0.75 0.01
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#define ei_limit global.ei_limit // smart edge handling
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#pragma parameter sth " Smart Edges Smoothing Threshold -- sth" 0.23 0.0 1.0 0.01
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#define sth global.sth // corner size
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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: 224p/240p, 1.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match
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// #pragma parameter TATE " TATE Mode" 0.0 0.0 1.0 1.0
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// #define TATE params.TATE // Screen orientation
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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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// #pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0
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// #define prescalex global.prescalex // prescale-x factor
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/* HSM Removed
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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*/
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// HSM Added
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#define COMPAT_TEXTURE(c,d) HSM_GetCroppedTexSample(c,d)
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// End Addition
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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 * 1.0001;
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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 PrePass;
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// HSM Added
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layout(set = 0, binding = 6) uniform sampler2D InfoCachePass;
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layout(set = 0, binding = 7) uniform sampler2D InfoCachePassFeedback;
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#define eps 1e-10
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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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/* HSM Removed
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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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*/
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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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// HSM Added
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vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
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HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, InfoCachePassFeedback, vTexCoord);
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bool ntsc_processing_on = false;
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#ifdef IS_NTSC
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ntsc_processing_on = true;
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#endif
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vec2 cache_bounds_coord = SCREEN_COORD;
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// If it's the potato preset render the whole frame
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#ifndef IS_POTATO_PRESET
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#ifndef IS_NO_REFLECT_PRESET
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// Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area
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HSM_GetBezelCoords(SCREEN_COORD,
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SCREEN_SCALE,
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TUBE_SCALE,
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SCREEN_ASPECT,
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false,
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BEZEL_OUTSIDE_SCALE,
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BEZEL_OUTSIDE_COORD,
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BEZEL_OUTSIDE_CURVED_COORD,
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FRAME_OUTSIDE_CURVED_COORD);
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cache_bounds_coord = (FRAME_OUTSIDE_CURVED_COORD - 0.5) * 0.9 + 0.5;
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#endif
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#endif
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if (HHLP_IsOutsideCoordSpace(cache_bounds_coord))
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{
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FragColor = vec4(0);
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return;
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}
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float TATE = USE_VERTICAL_SCANLINES;
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/* HSM Removed
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vec4 SourceSize = global.OriginalSize * vec4(prescalex, 1.0, 1.0/prescalex, 1.0);
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*/
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// HSM Added
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vec4 SourceSize = vec4(CROPPED_ROTATED_SIZE_WITH_RES_MULT, 1/CROPPED_ROTATED_SIZE_WITH_RES_MULT);
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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);
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bool notate = (TATE < 0.5);
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if (USE_VERTICAL_SCANLINES > 0.5 && interb)
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notate = true;
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/* HSM Removed
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float SourceY = mix(SourceSize.y, SourceSize.x, TATE);
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float sy = 1.0;
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if (global.intres == 0.5) sy = SourceY/224.0; else
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if (global.intres == 1.0) sy = SourceY/240.0; else
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if (global.intres > 1.25) sy = global.intres;
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if (notate) SourceSize*=vec4(1.0, 1.0/sy, 1.0, sy); else SourceSize*=vec4(1.0/sy, 1.0, sy, 1.0);
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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/SourceSize.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 = mix(diff.y, diff.x, TATE);
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texcoord = Overscan(texcoord, scan, scan);
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if (IOS == 1.0 || IOS == 3.0) texcoord = mix(vec2(TEX0.x, texcoord.y), vec2(texcoord.x, TEX0.y), TATE);
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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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*/
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// HSM Added
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vec2 screen_curved_coord = HSM_GetCRTShaderCurvedCoord(SCREEN_COORD);
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vec2 pos = HSM_GetMirrorWrappedCoord(screen_curved_coord);
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bool smarte = (smart_ei > 0.01); // smart edge interpolation on / off
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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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vec2 x2 = 2.0*dx;
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vec2 y2 = 2.0*dy;
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vec2 offx = dx;
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vec2 off2 = x2;
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vec2 offy = dy;
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float fpx = fp.x;
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if(!notate)
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{
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offx = dy;
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off2 = y2;
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offy = dx;
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fpx = fp.y;
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}
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float f = (notate) ? fp.y : fp.x;
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vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
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if (interb) pC4.y = pos.y;
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float zero = exp2(-h_sharp);
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float sharp1 = s_sharp * zero;
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/* HSM Removed
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float fdivider = min(prescalex, 2.0);
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*/
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// HSM Added
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float fdivider = min((1 - USE_VERTICAL_SCANLINES) * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR +
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USE_VERTICAL_SCANLINES * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR,
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2.0);
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// End Addition
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float wl3 = (2.0 + fpx)/fdivider;
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float wl2 = (1.0 + fpx)/fdivider;
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float wl1 = ( fpx)/fdivider;
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float wr1 = (1.0 - fpx)/fdivider;
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float wr2 = (2.0 - fpx)/fdivider;
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float wr3 = (3.0 - fpx)/fdivider;
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wl3*=wl3; wl3 = exp2(-h_sharp*wl3);
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wl2*=wl2; wl2 = exp2(-h_sharp*wl2);
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wl1*=wl1; wl1 = exp2(-h_sharp*wl1);
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wr1*=wr1; wr1 = exp2(-h_sharp*wr1);
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wr2*=wr2; wr2 = exp2(-h_sharp*wr2);
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wr3*=wr3; wr3 = exp2(-h_sharp*wr3);
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float fp1 = 1.-fpx;
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float twl3 = max(wl3 - sharp1, 0.0);
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float twl2 = max(wl2 - sharp1, mix(-0.12, 0.0, 1.0-fp1*fp1));
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float twl1 = max(wl1 - sharp1, 0.0);
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float twr1 = max(wr1 - sharp1, 0.0);
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float twr2 = max(wr2 - sharp1, mix(-0.12, 0.0, 1.0-fpx*fpx));
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float twr3 = max(wr3 - sharp1, 0.0);
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bool sharp = (sharp1 > 0.0);
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vec3 c1, c2;
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if (smarte)
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{
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twl3 = 0.0; twr3 = 0.0;
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c1 = COMPAT_TEXTURE(AvgLumPass, pC4 ).xyz;
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c2 = COMPAT_TEXTURE(AvgLumPass, pC4 + offy).xyz;
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c1 = max(c1 - sth, 0.0);
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c2 = max(c2 - sth, 0.0);
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}
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vec3 l3, l2, l1, r1, r2, r3, sl2, sl1, sr1, sr2, color1, color2, colmin, colmax;
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l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).rgb;
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l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb;
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l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb;
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r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb;
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r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).rgb;
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r3 = COMPAT_TEXTURE(LinearizePass, pC4 +offx+off2).rgb;
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colmin = min(min(l1,r1), min(l2,r2));
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colmax = max(max(l1,r1), max(l2,r2));
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if (smarte)
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{
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float pc = min(smart_ei*c1.y, ei_limit);
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float pl = min(smart_ei*max(c1.y,c1.x), ei_limit);
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float pr = min(smart_ei*max(c1.y,c1.z), ei_limit);
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twl1 = max(wl1-pc, 0.01*wl1); twr1 = max(wr1-pc, 0.01*wr1);
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twl2 = max(wl2-pl, 0.01*wl2); twr2 = max(wr2-pr, 0.01*wr2);
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}
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color1 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3);
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if (sharp) color1 = clamp(mix(clamp(color1, colmin, colmax), color1, ring), 0.0, 1.0);
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float ts = 0.025;
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vec3 luma = vec3(0.2126, 0.7152, 0.0722);
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float lm2 = max(max(l2.r,l2.g),l2.b);
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float lm1 = max(max(l1.r,l1.g),l1.b);
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float rm1 = max(max(r1.r,r1.g),r1.b);
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float rm2 = max(max(r2.r,r2.g),r2.b);
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float swl2 = max(twl2, 0.0) * (dot(l2,luma) + ts);
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float swl1 = twl1 * (dot(l1,luma) + ts);
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float swr1 = twr1 * (dot(r1,luma) + ts);
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float swr2 = max(twr2, 0.0) * (dot(r2,luma) + ts);
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float fscolor1 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2);
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vec3 scolor1 = vec3(clamp(mix(max(max(color1.r,color1.g),color1.b), fscolor1, spike), 0.0, 1.0));
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vec3 scolor2;
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if (!interb)
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{
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pC4+=offy;
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l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).rgb;
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l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb;
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l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb;
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r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb;
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r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).rgb;
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r3 = COMPAT_TEXTURE(LinearizePass, pC4 +offx+off2).rgb;
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colmin = min(min(l1,r1), min(l2,r2));
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colmax = max(max(l1,r1), max(l2,r2));
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if (smarte)
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{
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float pc = min(smart_ei*c2.y, ei_limit);
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float pl = min(smart_ei*max(c2.y,c2.x), ei_limit);
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float pr = min(smart_ei*max(c2.y,c2.z), ei_limit);
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twl1 = max(wl1-pc, 0.01*wl1); twr1 = max(wr1-pc, 0.01*wr1);
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twl2 = max(wl2-pl, 0.01*wl2); twr2 = max(wr2-pr, 0.01*wr2);
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}
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color2 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3);
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if (sharp) color2 = clamp(mix(clamp(color2, colmin, colmax), color2, ring), 0.0, 1.0);
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lm2 = max(max(l2.r,l2.g),l2.b);
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lm1 = max(max(l1.r,l1.g),l1.b);
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rm1 = max(max(r1.r,r1.g),r1.b);
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rm2 = max(max(r2.r,r2.g),r2.b);
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swl2 = max(twl2, 0.0) * (dot(l2,luma) + ts);
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swl1 = twl1 * (dot(l1,luma) + ts);
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swr1 = twr1 * (dot(r1,luma) + ts);
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swr2 = max(twr2, 0.0) * (dot(r2,luma) + ts);
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float fscolor2 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2);
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scolor2 = vec3(clamp(mix(max(max(color2.r,color2.g),color2.b), fscolor2, spike), 0.0, 1.0));
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}
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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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/* HSM Removed
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float scanpix = mix(SourceSize.x/OutputSize.x, SourceSize.y/OutputSize.y, float(notate));
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*/
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// HSM Added
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float scanpix = mix(SourceSize.x/(SCREEN_SCALE.x * OutputSize.x), SourceSize.y/(SCREEN_SCALE.y * OutputSize.y), float(notate));
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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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|
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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; cref1=cref1*cref1; cref1*=cref1;
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|
cref2 = color2 / mc2; cref2=cref2*cref2; cref2*=cref2;
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w1 = max( mix(w1*mix(one, cref1, scans), w1, wf1*min((1.0+0.15*scans), 1.2)), 0.0); w1 = min(w1*color1, mc1)/(color1 + eps);
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w2 = max( mix(w2*mix(one, cref2, scans), w2, wf2*min((1.0+0.15*scans), 1.2)), 0.0); w2 = min(w2*color2, mc2)/(color2 + eps);
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|
|
// Scanline Deconvergence
|
|
|
|
vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask));
|
|
|
|
float v_high1 = 1.0 + 0.3*vm;
|
|
float v_high2 = 1.0 + 0.6*vm;
|
|
float v_low = 1.0 - vm;
|
|
|
|
float ds1 = min(max(1.0-w3*w3, 2.5*f1), 1.0);
|
|
float ds2 = min(max(1.0-w3*w3, 2.5*f2), 1.0);
|
|
|
|
if (vertmask < 0.0)
|
|
{
|
|
cd1 = mix(one, vec3(v_high2, v_low, v_low), ds1);
|
|
cd2 = mix(one, vec3(v_low, v_high1, v_high1), ds2);
|
|
}
|
|
else
|
|
{
|
|
cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1);
|
|
cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2);
|
|
}
|
|
|
|
color = gc(color1)*w1*cd1 + gc(color2)*w2*cd2;
|
|
|
|
if (abs(rolling_scan) > 0.005)
|
|
{
|
|
wt1 = st1(f);
|
|
wt2 = st1(1.0-f);
|
|
color00 = (color1*wt1 + color2*wt2)/(wt1+wt2);
|
|
color = gc(color00) * mix(w1+w2, w3.xxx, max(wf1,wf2));
|
|
}
|
|
|
|
color = min(color, 1.0);
|
|
}
|
|
|
|
if (interb)
|
|
{
|
|
color = gc(color1);
|
|
}
|
|
|
|
float colmx = pow(max(max(ctmp.r,ctmp.g),ctmp.b), 1.40/gamma_in);
|
|
|
|
// TODO Don't add gamma, output from pass should be linear
|
|
// color = pow(color, vec3(1.0/gamma_out));
|
|
|
|
FragColor = vec4(color, colmx);
|
|
}
|