mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
406 lines
14 KiB
Plaintext
406 lines
14 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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float CRTgamma;
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float monitorgamma;
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float d;
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float R;
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float cornersize;
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float cornersmooth;
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float x_tilt;
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float y_tilt;
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float overscan_x;
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float overscan_y;
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float DOTMASK;
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float SHARPER;
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float scanline_weight;
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float CURVATURE;
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float interlace_detect;
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float lum;
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} registers;
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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 OutputSize;
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} global;
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#pragma parameter CRTgamma "CRTGeom Target Gamma" 2.4 0.1 5.0 0.1
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#pragma parameter monitorgamma "CRTGeom Monitor Gamma" 2.2 0.1 5.0 0.1
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#pragma parameter d "CRTGeom Distance" 1.5 0.1 3.0 0.1
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#pragma parameter CURVATURE "CRTGeom Curvature Toggle" 1.0 0.0 1.0 1.0
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#pragma parameter R "CRTGeom Curvature Radius" 2.0 0.1 10.0 0.1
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#pragma parameter cornersize "CRTGeom Corner Size" 0.03 0.001 1.0 0.005
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#pragma parameter cornersmooth "CRTGeom Corner Smoothness" 1000.0 80.0 2000.0 100.0
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#pragma parameter x_tilt "CRTGeom Horizontal Tilt" 0.0 -0.5 0.5 0.05
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#pragma parameter y_tilt "CRTGeom Vertical Tilt" 0.0 -0.5 0.5 0.05
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#pragma parameter overscan_x "CRTGeom Horiz. Overscan %" 100.0 -125.0 125.0 1.0
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#pragma parameter overscan_y "CRTGeom Vert. Overscan %" 100.0 -125.0 125.0 1.0
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#pragma parameter DOTMASK "CRTGeom Dot Mask Strength" 0.3 0.0 1.0 0.05
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#pragma parameter SHARPER "CRTGeom Sharpness" 1.0 1.0 3.0 1.0
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#pragma parameter scanline_weight "CRTGeom Scanline Weight" 0.3 0.1 0.5 0.05
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#pragma parameter lum "CRTGeom Luminance" 0.0 0.0 1.0 0.01
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#pragma parameter interlace_detect "CRTGeom Interlacing Simulation" 1.0 0.0 1.0 1.0
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/*
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CRT-interlaced
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Copyright (C) 2010-2012 cgwg, Themaister and DOLLS
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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(cgwg gave their consent to have the original version of this shader
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distributed under the GPL in this message:
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http://board.byuu.org/viewtopic.php?p=26075#p26075
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"Feel free to distribute my shaders under the GPL. After all, the
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barrel distortion code was taken from the Curvature shader, which is
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under the GPL."
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)
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This shader variant is pre-configured with screen curvature
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*/
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// Comment the next line to disable interpolation in linear gamma (and
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// gain speed).
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#define LINEAR_PROCESSING
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// Enable 3x oversampling of the beam profile; improves moire effect caused by scanlines+curvature
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#define OVERSAMPLE
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// Use the older, purely gaussian beam profile; uncomment for speed
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//#define USEGAUSSIAN
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// Macros.
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#define FIX(c) max(abs(c), 1e-5);
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#define PI 3.141592653589
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#ifdef LINEAR_PROCESSING
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# define TEX2D(c) pow(texture(Source, (c)), vec4(registers.CRTgamma))
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#else
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# define TEX2D(c) texture(Source, (c))
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#endif
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// aspect ratio
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vec2 aspect = vec2(1.0, 0.75);
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vec2 overscan = vec2(1.01, 1.01);
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec2 sinangle;
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layout(location = 2) out vec2 cosangle;
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layout(location = 3) out vec3 stretch;
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layout(location = 4) out vec2 ilfac;
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layout(location = 5) out vec2 one;
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layout(location = 6) out float mod_factor;
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layout(location = 7) out vec2 TextureSize;
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float intersect(vec2 xy)
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{
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float A = dot(xy,xy) + registers.d*registers.d;
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float B = 2.0*(registers.R*(dot(xy,sinangle)-registers.d*cosangle.x*cosangle.y)-registers.d*registers.d);
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float C = registers.d*registers.d + 2.0*registers.R*registers.d*cosangle.x*cosangle.y;
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return (-B-sqrt(B*B-4.0*A*C))/(2.0*A);
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}
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vec2 bkwtrans(vec2 xy)
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{
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float c = intersect(xy);
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vec2 point = (vec2(c, c)*xy - vec2(-registers.R, -registers.R)*sinangle) / vec2(registers.R, registers.R);
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vec2 poc = point/cosangle;
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vec2 tang = sinangle/cosangle;
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float A = dot(tang, tang) + 1.0;
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float B = -2.0*dot(poc, tang);
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float C = dot(poc, poc) - 1.0;
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float a = (-B + sqrt(B*B - 4.0*A*C))/(2.0*A);
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vec2 uv = (point - a*sinangle)/cosangle;
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float r = FIX(registers.R*acos(a));
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return uv*r/sin(r/registers.R);
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}
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vec2 fwtrans(vec2 uv)
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{
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float r = FIX(sqrt(dot(uv,uv)));
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uv *= sin(r/registers.R)/r;
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float x = 1.0-cos(r/registers.R);
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float D = registers.d/registers.R + x*cosangle.x*cosangle.y+dot(uv,sinangle);
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return registers.d*(uv*cosangle-x*sinangle)/D;
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}
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vec3 maxscale()
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{
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vec2 c = bkwtrans(-registers.R * sinangle / (1.0 + registers.R/registers.d*cosangle.x*cosangle.y));
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vec2 a = vec2(0.5,0.5)*aspect;
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vec2 lo = vec2(fwtrans(vec2(-a.x, c.y)).x,
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fwtrans(vec2( c.x, -a.y)).y)/aspect;
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vec2 hi = vec2(fwtrans(vec2(+a.x, c.y)).x,
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fwtrans(vec2( c.x, +a.y)).y)/aspect;
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return vec3((hi+lo)*aspect*0.5,max(hi.x-lo.x,hi.y-lo.y));
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}
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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 * vec2(1.00001);
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// Precalculate a bunch of useful values we'll need in the fragment
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// shader.
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sinangle = sin(vec2(registers.x_tilt, registers.y_tilt));
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cosangle = cos(vec2(registers.x_tilt, registers.y_tilt));
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stretch = maxscale();
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TextureSize = vec2(registers.SHARPER * registers.SourceSize.x, registers.SourceSize.y);
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ilfac = vec2(1.0, clamp(floor(registers.SourceSize.y/200.0), 1.0, 2.0));
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// The size of one texel, in texture-coordinates.
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one = ilfac / TextureSize;
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// Resulting X pixel-coordinate of the pixel we're drawing.
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mod_factor = vTexCoord.x * registers.SourceSize.x * registers.OutputSize.x / registers.SourceSize.x;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 sinangle;
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layout(location = 2) in vec2 cosangle;
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layout(location = 3) in vec3 stretch;
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layout(location = 4) in vec2 ilfac;
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layout(location = 5) in vec2 one;
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layout(location = 6) in float mod_factor;
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layout(location = 7) in vec2 TextureSize;
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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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float intersect(vec2 xy)
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{
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float A = dot(xy,xy) + registers.d*registers.d;
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float B = 2.0*(registers.R*(dot(xy,sinangle) - registers.d*cosangle.x*cosangle.y) - registers.d*registers.d);
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float C = registers.d*registers.d + 2.0*registers.R*registers.d*cosangle.x*cosangle.y;
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return (-B-sqrt(B*B - 4.0*A*C))/(2.0*A);
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}
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vec2 bkwtrans(vec2 xy)
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{
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float c = intersect(xy);
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vec2 point = (vec2(c, c)*xy - vec2(-registers.R, -registers.R)*sinangle) / vec2(registers.R, registers.R);
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vec2 poc = point/cosangle;
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vec2 tang = sinangle/cosangle;
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float A = dot(tang, tang) + 1.0;
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float B = -2.0*dot(poc, tang);
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float C = dot(poc, poc) - 1.0;
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float a = (-B + sqrt(B*B - 4.0*A*C)) / (2.0*A);
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vec2 uv = (point - a*sinangle) / cosangle;
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float r = FIX(registers.R*acos(a));
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return uv*r/sin(r/registers.R);
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}
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vec2 fwtrans(vec2 uv)
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{
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float r = FIX(sqrt(dot(uv, uv)));
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uv *= sin(r/registers.R)/r;
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float x = 1.0 - cos(r/registers.R);
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float D = registers.d/registers.R + x*cosangle.x*cosangle.y + dot(uv,sinangle);
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return registers.d*(uv*cosangle - x*sinangle)/D;
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}
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vec3 maxscale()
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{
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vec2 c = bkwtrans(-registers.R * sinangle / (1.0 + registers.R/registers.d*cosangle.x*cosangle.y));
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vec2 a = vec2(0.5, 0.5)*aspect;
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vec2 lo = vec2(fwtrans(vec2(-a.x, c.y)).x,
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fwtrans(vec2( c.x, -a.y)).y)/aspect;
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vec2 hi = vec2(fwtrans(vec2(+a.x, c.y)).x,
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fwtrans(vec2( c.x, +a.y)).y)/aspect;
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return vec3((hi+lo)*aspect*0.5,max(hi.x-lo.x, hi.y-lo.y));
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}
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// Calculate the influence of a scanline on the current pixel.
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//
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// 'distance' is the distance in texture coordinates from the current
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// pixel to the scanline in question.
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// 'color' is the colour of the scanline at the horizontal location of
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// the current pixel.
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vec4 scanlineWeights(float distance, vec4 color)
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{
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// "wid" controls the width of the scanline beam, for each RGB
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// channel The "weights" lines basically specify the formula
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// that gives you the profile of the beam, i.e. the intensity as
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// a function of distance from the vertical center of the
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// scanline. In this case, it is gaussian if width=2, and
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// becomes nongaussian for larger widths. Ideally this should
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// be normalized so that the integral across the beam is
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// independent of its width. That is, for a narrower beam
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// "weights" should have a higher peak at the center of the
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// scanline than for a wider beam.
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#ifdef USEGAUSSIAN
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vec4 wid = 0.3 + 0.1 * pow(color, vec4(3.0));
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vec4 weights = vec4(distance / wid);
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return (registers.lum + 0.4) * exp(-weights * weights) / wid;
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#else
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vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0));
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vec4 weights = vec4(distance / registers.scanline_weight);
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return (registers.lum + 1.4) * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
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#endif
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}
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vec2 transform(vec2 coord)
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{
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coord = (coord - vec2(0.5, 0.5))*aspect*stretch.z + stretch.xy;
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return (bkwtrans(coord) /
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vec2(registers.overscan_x / 100.0, registers.overscan_y / 100.0)/aspect + vec2(0.5, 0.5));
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}
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float corner(vec2 coord)
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{
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coord = (coord - vec2(0.5)) * vec2(registers.overscan_x / 100.0, registers.overscan_y / 100.0) + vec2(0.5, 0.5);
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coord = min(coord, vec2(1.0) - coord) * aspect;
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vec2 cdist = vec2(registers.cornersize);
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coord = (cdist - min(coord, cdist));
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float dist = sqrt(dot(coord, coord));
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return clamp((cdist.x - dist)*registers.cornersmooth, 0.0, 1.0);
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}
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void main()
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{
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// Here's a helpful diagram to keep in mind while trying to
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// understand the code:
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//
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// | | | | |
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// -------------------------------
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// | | | | |
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// | 01 | 11 | 21 | 31 | <-- current scanline
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// | | @ | | |
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// -------------------------------
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// | | | | |
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// | 02 | 12 | 22 | 32 | <-- next scanline
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// | | | | |
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// -------------------------------
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// | | | | |
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//
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// Each character-cell represents a pixel on the output
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// surface, "@" represents the current pixel (always somewhere
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// in the bottom half of the current scan-line, or the top-half
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// of the next scanline). The grid of lines represents the
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// edges of the texels of the underlying texture.
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// Texture coordinates of the texel containing the active pixel.
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vec2 xy;
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if (registers.CURVATURE > 0.5)
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xy = transform(vTexCoord);
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else
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xy = vTexCoord;
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float cval = corner(xy);
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// Of all the pixels that are mapped onto the texel we are
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// currently rendering, which pixel are we currently rendering?
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vec2 ilvec = vec2(0.0, ilfac.y * registers.interlace_detect > 1.5 ? mod(float(registers.FrameCount), 2.0) : 0.0);
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vec2 ratio_scale = (xy * TextureSize - vec2(0.5, 0.5) + ilvec) / ilfac;
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vec2 uv_ratio = fract(ratio_scale);
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// Snap to the center of the underlying texel.
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xy = (floor(ratio_scale)*ilfac + vec2(0.5, 0.5) - ilvec) / TextureSize;
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// Calculate Lanczos scaling coefficients describing the effect
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// of various neighbour texels in a scanline on the current
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// pixel.
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vec4 coeffs = PI * vec4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x);
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// Prevent division by zero.
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coeffs = FIX(coeffs);
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// Lanczos2 kernel.
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coeffs = 2.0 * sin(coeffs) * sin(coeffs / 2.0) / (coeffs * coeffs);
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// Normalize.
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coeffs /= dot(coeffs, vec4(1.0));
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// Calculate the effective colour of the current and next
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// scanlines at the horizontal location of the current pixel,
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// using the Lanczos coefficients above.
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vec4 col = clamp(
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mat4(
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TEX2D(xy + vec2(-one.x, 0.0)),
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TEX2D(xy),
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TEX2D(xy + vec2(one.x, 0.0)),
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TEX2D(xy + vec2(2.0 * one.x, 0.0))
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) * coeffs,
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0.0, 1.0
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);
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vec4 col2 = clamp(
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mat4(
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TEX2D(xy + vec2(-one.x, one.y)),
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TEX2D(xy + vec2(0.0, one.y)),
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TEX2D(xy + one),
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TEX2D(xy + vec2(2.0 * one.x, one.y))
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) * coeffs,
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0.0, 1.0
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);
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#ifndef LINEAR_PROCESSING
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col = pow(col , vec4(registers.CRTgamma));
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col2 = pow(col2, vec4(registers.CRTgamma));
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#endif
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// Calculate the influence of the current and next scanlines on
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// the current pixel.
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vec4 weights = scanlineWeights(uv_ratio.y, col);
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vec4 weights2 = scanlineWeights(1.0 - uv_ratio.y, col2);
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#ifdef OVERSAMPLE
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float filter_ = fwidth(ratio_scale.y);
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uv_ratio.y = uv_ratio.y + 1.0/3.0*filter_;
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weights = (weights + scanlineWeights(uv_ratio.y, col))/3.0;
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weights2 = (weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2))/3.0;
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uv_ratio.y = uv_ratio.y - 2.0/3.0*filter_;
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weights = weights + scanlineWeights(abs(uv_ratio.y), col)/3.0;
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weights2 = weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2)/3.0;
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#endif
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vec3 mul_res = (col * weights + col2 * weights2).rgb * vec3(cval);
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// dot-mask emulation:
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// Output pixels are alternately tinted green and magenta.
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vec3 dotMaskWeights = mix(
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vec3(1.0, 1.0 - registers.DOTMASK, 1.0),
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vec3(1.0 - registers.DOTMASK, 1.0, 1.0 - registers.DOTMASK),
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floor(mod(mod_factor, 2.0))
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);
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mul_res *= dotMaskWeights;
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// Convert the image gamma for display on our output device.
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mul_res = pow(mul_res, vec3(1.0 / registers.monitorgamma));
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FragColor = vec4(mul_res, 1.0);
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}
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