mirror of
https://github.com/italicsjenga/slang-shaders.git
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456 lines
22 KiB
Plaintext
456 lines
22 KiB
Plaintext
#version 450
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/*
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A shader that tries to emulate a sony PVM type aperture grille screen but with full brightness.
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The novel thing about this shader is that it relies on the HDR shaders to brighten up the image so that when
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we apply this shader which emulates the apperture grille the resulting screen isn't left too dark.
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I think you need at least a DisplayHDR 600 monitor but to get close to CRT levels of brightness I think DisplayHDR 1000.
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Please Enable HDR in RetroArch 1.10+
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NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
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For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor.
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Also try to use a integer scaling - its just better - overscaling is fine.
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This shader doesn't do any geometry warping or bouncing of light around inside the screen etc - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them
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Dont use this shader directly - use the hdr\crt-make-model-hdr.slangp where make and model are the make and model of the CRT you want.
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THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - RGB QD-OLED or LCD (and variants thereof screens are fine)
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*/
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#pragma format A2B10G10R10_UNORM_PACK32
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#define WHITE_BALANCE_CONTROL 0
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#include "include\hdr10.h"
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#if WHITE_BALANCE_CONTROL
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//#include "include\white_balance.h"
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#endif // WHITE_BALANCE_CONTROL
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layout(push_constant) uniform Push
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{
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// User Settings
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float HDR;
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float MaxNits;
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float PaperWhiteNits;
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float LCDResolution;
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float LCDSubpixel;
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float Brightness;
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float Contrast;
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float ExpandGamut;
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float RedVerticalConvergence;
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float GreenVerticalConvergence;
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float BlueVerticalConvergence;
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float RedHorizontalConvergence;
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float GreenHorizontalConvergence;
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float BlueHorizontalConvergence;
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// Developer Settings
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float CRTScreenType;
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float CRTResolution;
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// Vertical Settings
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float RedScanlineMin;
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float RedScanlineMax;
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float RedScanlineAttack;
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float GreenScanlineMin;
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float GreenScanlineMax;
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float GreenScanlineAttack;
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float BlueScanlineMin;
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float BlueScanlineMax;
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float BlueScanlineAttack;
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// Horizontal Settings
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float RedBeamSharpness;
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float RedBeamAttack;
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float GreenBeamSharpness;
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float GreenBeamAttack;
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float BlueBeamSharpness;
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float BlueBeamAttack;
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#if WHITE_BALANCE_CONTROL
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float WhiteTemperature;
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float WhiteTint;
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#endif // WHITE_BALANCE_CONTROL
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} params;
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#pragma parameter Title "SONY PVM/BVM HDR SHADER" 0.0 0.0 0.0 0.0
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#pragma parameter Space0 " " 0.0 0.0 0.0 0.0
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#pragma parameter Support0 "SUPPORTED: RGB/BGR LCD, QD-OLED Displays" 0.0 0.0 0.0 0.0
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#pragma parameter Support1 "NOT SUPPORTED: WRGB OLED Displays" 0.0 0.0 0.0 0.0
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#pragma parameter Support2 "MIN SPEC: DisplayHDR 600, 4K, RetroArch v1.10" 0.0 0.0 0.0 0.0
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#pragma parameter Support3 "REC SPEC: DisplayHDR 1000, 4K+, RetroArch v1.10" 0.0 0.0 0.0 0.0
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#pragma parameter Space1 " " 0.0 0.0 0.0 0.0
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#pragma parameter Instructions0 "HDR: Enable HDR: On" 0.0 0.0 0.0 0.0
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#pragma parameter Instructions1 "SCALING: Integer Scale: ON" 0.0 0.0 0.0 0.0
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#pragma parameter Instructions2 "SCALING: Integer Overscale: ON" 0.0 0.0 0.0 0.0
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#pragma parameter Instructions3 "SCALING: Apect Ratio: Core Provided" 0.0 0.0 0.0 0.0
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#pragma parameter Space2 " " 0.0 0.0 0.0 0.0
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#pragma parameter UserSettings "USER SETTINGS:" 0.0 0.0 0.0 0.0
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#pragma parameter HDR " SDR/HDR" 1.0 0.0 1.0 1.0
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#pragma parameter MaxNits " Display's Peak Luminance" 700.0 0.0 10000.0 10.0
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#pragma parameter PaperWhiteNits " Display's Paper White Luminance" 700.0 0.0 10000.0 10.0
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#pragma parameter LCDResolution " Display's Resolution: 4K/8K" 0.0 0.0 1.0 1.0
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#pragma parameter LCDSubpixel " Display's Subpixel Layout: RGB/BGR" 0.0 0.0 1.0 1.0
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#pragma parameter Brightness " Brightness" 1.0 0.0 2.0 0.01
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#pragma parameter Contrast " Contrast" -0.3 -3.0 3.0 0.05
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#pragma parameter ExpandGamut " Original/Vivid" 0.0 0.0 1.0 1.0
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#pragma parameter RedVerticalConvergence " Red Vertical Convergence" 0.00 -10.0 10.0 0.01
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#pragma parameter GreenVerticalConvergence " Green Vertical Convergence" 0.00 -10.0 10.0 0.01
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#pragma parameter BlueVerticalConvergence " Blue Vertical Convergence" 0.00 -10.0 10.0 0.01
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#pragma parameter RedHorizontalConvergence " Red Horizontal Convergence" 0.00 -10.0 10.0 0.01
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#pragma parameter GreenHorizontalConvergence " Green Horizontal Convergence" 0.00 -10.0 10.0 0.01
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#pragma parameter BlueHorizontalConvergence " Blue Horizontal Convergence" 0.00 -10.0 10.0 0.01
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#pragma parameter Space3 " " 0.0 0.0 0.0 0.0
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#pragma parameter DeveloperSettings "DEVELOPER SETTINGS:" 0.0 0.0 0.0 0.0
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#pragma parameter CRTScreenType " CRT Type: Aperture Grille/Shadow Mask/Slot Mask" 0.0 0.0 2.0 1.0
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#pragma parameter CRTResolution " CRT Resolution: 600TVL/800TVL/1000TVL" 0.0 0.0 2.0 1.0
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#pragma parameter DeveloperSettings0 " VERTICAL SETTINGS:" 0.0 0.0 0.0 0.0
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#pragma parameter RedScanlineMin " Red Scanline Min" 0.50 0.0 2.0 0.01
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#pragma parameter RedScanlineMax " Red Scanline Max" 1.00 0.0 2.0 0.01
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#pragma parameter RedScanlineAttack " Red Scanline Attack" 0.20 0.0 1.0 0.01
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#pragma parameter GreenScanlineMin " Green Scanline Min" 0.50 0.0 2.0 0.01
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#pragma parameter GreenScanlineMax " Green Scanline Max" 1.00 0.0 2.0 0.01
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#pragma parameter GreenScanlineAttack " Green Scanline Attack" 0.20 0.0 1.0 0.01
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#pragma parameter BlueScanlineMin " Blue Scanline Min" 0.50 0.0 2.0 0.01
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#pragma parameter BlueScanlineMax " Blue Scanline Max" 1.00 0.0 2.0 0.01
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#pragma parameter BlueScanlineAttack " Blue Scanline Attack" 0.20 0.0 1.0 0.01
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#pragma parameter DeveloperSettings1 " HORIZONTAL SETTINGS:" 0.0 0.0 0.0 0.0
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#pragma parameter RedBeamSharpness " Red Beam Sharpness" 1.75 0.0 5.0 0.05
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#pragma parameter RedBeamAttack " Red Beam Attack" 0.50 0.0 2.0 0.01
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#pragma parameter GreenBeamSharpness " Green Beam Sharpness" 1.75 0.0 5.0 0.05
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#pragma parameter GreenBeamAttack " Green Beam Attack" 0.50 0.0 2.0 0.01
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#pragma parameter BlueBeamSharpness " Blue Beam Sharpness" 1.75 0.0 5.0 0.05
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#pragma parameter BlueBeamAttack " Blue Beam Attack" 0.50 0.0 2.0 0.01
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#if WHITE_BALANCE_CONTROL
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//#pragma parameter WhiteTemperature "White Temperature" 6500.0 0.0 13000.0 50.0
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//#pragma parameter WhiteTint "White Tint" 0.0 -1.0 1.0 0.01
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#endif // WHITE_BALANCE_CONTROL
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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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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out float ScanlineSize;
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layout(location = 2) out float InverseScanlineSize;
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layout(location = 3) out vec3 VerticalConvergence;
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layout(location = 4) out vec3 HorizontalConvergence;
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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); // To resolve rounding issues when sampling
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ScanlineSize = global.OutputSize.y / global.SourceSize.y;
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InverseScanlineSize = 1.0f / ScanlineSize;
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VerticalConvergence = vec3(params.RedVerticalConvergence, params.GreenVerticalConvergence, params.BlueVerticalConvergence);
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HorizontalConvergence = vec3(params.RedHorizontalConvergence, params.GreenHorizontalConvergence, params.BlueHorizontalConvergence);
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in float ScanlineSize;
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layout(location = 2) in float InverseScanlineSize;
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layout(location = 3) in vec3 VerticalConvergence;
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layout(location = 4) in vec3 HorizontalConvergence;
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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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#define kRed vec3(1.0, 0.0, 0.0)
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#define kGreen vec3(0.0, 1.0, 0.0)
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#define kBlue vec3(0.0, 0.0, 1.0)
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#define kMagenta vec3(1.0, 0.0, 1.0)
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#define kYellow vec3(1.0, 1.0, 0.0)
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#define kCyan vec3(0.0, 1.0, 1.0)
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#define kBlack vec3(0.0, 0.0, 0.0)
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#define kWhite vec3(1.0, 1.0, 1.0)
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#define kApertureGrille 0
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#define kShadowMask 1
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#define kSlotMask 2
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#define kBGRAxis 2
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#define kTVLAxis 3
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#define kResolutionAxis 2
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// APERTURE GRILLE MASKS
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#define kMaxApertureGrilleSize 7
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#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kBGR { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack }
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#define kRGB { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack }
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#define kRGBX { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack }
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#define kBGRX { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack }
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#define kRYCBX { kRed, kYellow, kCyan, kBlue, kBlack, kBlack, kBlack }
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#define kBCYRX { kBlue, kCyan, kYellow, kRed, kBlack, kBlack, kBlack }
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#define kRRGGBBX { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack }
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#define kBBGGRRX { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack }
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const uint kApertureGrilleMaskSize[kResolutionAxis][kTVLAxis] = { { 4, 3, 2 }, { 7, 5, 4 } }; //4K: 600 TVL, 800 TVL, 1000 TVL 8K: 600 TVL, 800 TVL, 1000 TVL
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const vec3 kApertureGrilleMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxApertureGrilleSize] = {
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{ // 4K
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{ kRGBX, kBGRX }, // 600 TVL
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{ kBGR, kRGB }, // 800 TVL
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{ kMG, kGM } // 1000 TVL
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},
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{ // 8K
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{ kRRGGBBX, kBBGGRRX }, // 600 TVL
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{ kRYCBX, kRYCBX }, // 800 TVL
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{ kRGBX, kBGRX } // 1000 TVL
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}
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};
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#undef kXXXX
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#undef kMG
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#undef kGM
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#undef kBGR
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#undef kRGB
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#undef kRGBX
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#undef kBGRX
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#undef kRYCBX
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#undef kBCYRX
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#undef kRRGGBBX
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#undef kBBGGRRX
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// SHADOW MASKS
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#define kMaxShadowMaskSizeX 12
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#define kMaxShadowMaskSizeY 8
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#define kXXXX { kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGRRBBG { kGreen, kRed, kRed, kBlue, kBlue, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kBBGGRR { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGBBRRG { kGreen, kBlue, kBlue, kRed, kRed, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRRGGBB { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGGRRRRBBBBGG { kGreen, kGreen, kRed, kRed, kRed, kRed, kBlue, kBlue, kBlue, kBlue, kGreen, kGreen }
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#define kBBBBGGGGRRRR { kBlue, kBlue, kBlue, kBlue, kGreen, kGreen, kGreen, kGreen, kRed, kRed, kRed, kRed }
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#define kGGBBBBRRRRGG { kGreen, kGreen, kBlue, kBlue, kBlue, kBlue, kRed, kRed, kRed, kRed, kGreen, kGreen }
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#define kRRRRGGGGBBBB { kRed, kRed, kRed, kRed, kGreen, kGreen, kGreen, kGreen, kBlue, kBlue, kBlue, kBlue }
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#define kMG_GM { kMG, kGM, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
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#define kGM_MG { kGM, kMG, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
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#define kGRRBBG_GRRBBG_BBGGRR_BBGGRR { kGRRBBG, kGRRBBG, kBBGGRR, kBBGGRR, kXXXX, kXXXX, kXXXX, kXXXX }
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#define kGBBRRG_GBBRRG_RRGGBB_RRGGBB { kGBBRRG, kGBBRRG, kRRGGBB, kRRGGBB, kXXXX, kXXXX, kXXXX, kXXXX }
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#define kGGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR { kGGRRRRBBBBGG, kGGRRRRBBBBGG, kGGRRRRBBBBGG, kGGRRRRBBBBGG, kBBBBGGGGRRRR, kBBBBGGGGRRRR, kBBBBGGGGRRRR, kBBBBGGGGRRRR }
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#define kGGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB { kGGBBBBRRRRGG, kGGBBBBRRRRGG, kGGBBBBRRRRGG, kGGBBBBRRRRGG, kRRRRGGGGBBBB, kRRRRGGGGBBBB, kRRRRGGGGBBBB, kRRRRGGGGBBBB }
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const uint kShadowMaskSizeX[kResolutionAxis][kTVLAxis] = { { 6, 2, 2 }, { 12, 6, 6 } };
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const uint kShadowMaskSizeY[kResolutionAxis][kTVLAxis] = { { 4, 2, 2 }, { 8, 4, 4 } };
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const vec3 kShadowMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxShadowMaskSizeY][kMaxShadowMaskSizeX] = {
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{ // 4K
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{ kGRRBBG_GRRBBG_BBGGRR_BBGGRR, kGBBRRG_GBBRRG_RRGGBB_RRGGBB }, // 600 TVL
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{ kMG_GM, kGM_MG }, // 800 TVL
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{ kMG_GM, kGM_MG } // 1000 TVL
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},
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{ // 8K
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{ kGGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR,
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kGGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB }, // 600 TVL
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{ kGRRBBG_GRRBBG_BBGGRR_BBGGRR, kGBBRRG_GBBRRG_RRGGBB_RRGGBB }, // 800 TVL
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{ kGRRBBG_GRRBBG_BBGGRR_BBGGRR, kGBBRRG_GBBRRG_RRGGBB_RRGGBB } // 1000 TVL
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}
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};
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#undef kXXXX
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#undef kMG
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#undef kGM
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#undef kBGR
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#undef kRGB
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#undef kRGBX
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#undef kBGRX
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#undef kRYCBX
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#undef kBCYRX
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#undef kRRGGBBX
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#undef kBBGGRRX
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// SLOT MASKS
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#define kMaxSlotMaskSize 8
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#define kMaxSlotSizeX 2
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#define kMaxSlotSizeY 4
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#define kXXXX { kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kBGR { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRGB { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRGBX { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kBGRX { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRYCBX { kRed, kYellow, kCyan, kBlue, kBlack, kBlack, kBlack, kBlack }
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#define kBCYRX { kBlue, kCyan, kYellow, kRed, kBlack, kBlack, kBlack, kBlack }
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#define kRRGGBBX { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack, kBlack }
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#define kBBGGRRX { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack, kBlack }
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#define kMGMG_MGXX_MGMG_XXMG { { kMG, kMG }, { kMG, kXXXX }, { kMG, kMG }, { kXXXX, kMG } }
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#define kGMGM_GMXX_GMGM_XXGM { { kGM, kGM }, { kGM, kXXXX }, { kGM, kGM }, { kXXXX, kGM } }
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#define kBGRBGR_BGRXXX_BGRBGR_XXXBGR { { kBGR, kBGR }, { kBGR, kXXXX }, { kBGR, kBGR }, { kXXXX, kBGR } }
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#define kRGBRGB_RGBXXX_RGBRGB_XXXRGB { { kRGB, kRGB }, { kRGB, kXXXX }, { kRGB, kRGB }, { kXXXX, kRGB } }
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#define kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX { { kRGBX, kRGBX }, { kRGBX, kXXXX }, { kRGBX, kRGBX }, { kXXXX, kRGBX } }
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#define kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX { { kBGRX, kBGRX }, { kBGRX, kXXXX }, { kBGRX, kBGRX }, { kXXXX, kBGRX } }
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#define kRYCBXRYCBX_RYCBXXXXX_RYCBXRYCBX_XXXXRYCBX { { kRYCBX, kRYCBX }, { kRYCBX, kXXXX }, { kRYCBX, kRYCBX }, { kXXXX, kRYCBX } }
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#define kBCYRXBCYRX_BCYRXXXXX_BCYRXBCYRX_XXXXBCYRX { { kBCYRX, kBCYRX }, { kBCYRX, kXXXX }, { kBCYRX, kBCYRX }, { kXXXX, kBCYRX } }
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#define kRRGGBBXRRGGBBX_RRGGBBXXXXX_RRGGBBXRRGGBBX_XXXXRRGGBBX { { kRRGGBBX, kRRGGBBX }, { kRRGGBBX, kXXXX }, { kRRGGBBX, kRRGGBBX }, { kXXXX, kRRGGBBX } }
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#define kBBGGRRXBBGGRRX_BBGGRRXXXXX_BBGGRRXBBGGRRX_XXXXBBGGRRX { { kBBGGRRX, kBBGGRRX }, { kBBGGRRX, kXXXX }, { kBBGGRRX, kBBGGRRX }, { kXXXX, kBBGGRRX } }
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const uint kSlotMaskSize[kResolutionAxis][kTVLAxis] = { { 4, 3, 2 }, { 7, 5, 4 } }; //4K: 600 TVL, 800 TVL, 1000 TVL 8K: 600 TVL, 800 TVL, 1000 TVL
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const vec3 kSlotMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxSlotSizeY][kMaxSlotSizeX][kMaxSlotMaskSize] = {
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{ // 4K
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{ kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX, kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX }, // 600 TVL
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{ kBGRBGR_BGRXXX_BGRBGR_XXXBGR, kRGBRGB_RGBXXX_RGBRGB_XXXRGB }, // 800 TVL
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{ kMGMG_MGXX_MGMG_XXMG, kGMGM_GMXX_GMGM_XXGM } // 1000 TVL
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},
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{ // 8K
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{ kRRGGBBXRRGGBBX_RRGGBBXXXXX_RRGGBBXRRGGBBX_XXXXRRGGBBX, kBBGGRRXBBGGRRX_BBGGRRXXXXX_BBGGRRXBBGGRRX_XXXXBBGGRRX }, // 600 TVL
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{ kRYCBXRYCBX_RYCBXXXXX_RYCBXRYCBX_XXXXRYCBX, kBCYRXBCYRX_BCYRXXXXX_BCYRXBCYRX_XXXXBCYRX }, // 800 TVL
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{ kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX, kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX } // 1000 TVL
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}
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};
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#undef kXXXX
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#undef kMG
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#undef kGM
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#undef kBGR
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#undef kRGB
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#undef kRGBX
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#undef kBGRX
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#undef kRYCBX
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#undef kBCYRX
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#undef kRRGGBBX
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#undef kBBGGRRX
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float ModInteger(float a, float b)
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{
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float m = a - floor((a + 0.5) / b) * b;
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return floor(m + 0.5);
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}
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|
|
|
#include "include\inverse_tonemap.h"
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|
|
|
#define kLumaRatio 0.5f
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|
|
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vec3 InverseTonemapConditional(const vec3 sdr_balanced)
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|
{
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|
if(params.HDR > 0.0f)
|
|
{
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|
return InverseTonemap(sdr_balanced, params.MaxNits, params.PaperWhiteNits, kLumaRatio);
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|
}
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else
|
|
{
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|
return sdr_balanced;
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|
}
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|
}
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|
|
|
vec3 Hdr10Conditional(const vec3 scanline_colour)
|
|
{
|
|
if(params.HDR > 0.0f)
|
|
{
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|
return Hdr10(scanline_colour, params.PaperWhiteNits, params.ExpandGamut);
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|
}
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|
else
|
|
{
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|
return scanline_colour;
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|
}
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|
}
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|
|
|
#include "include\scanline_generation.h"
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|
|
|
void main()
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|
{
|
|
const vec2 current_position = vTexCoord * global.OutputSize.xy;
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|
|
|
vec3 scanline_colour = GenerateScanline();
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|
|
|
uint screen_type = uint(params.CRTScreenType);
|
|
uint crt_resolution = uint(params.CRTResolution);
|
|
uint lcd_resolution = uint(params.LCDResolution);
|
|
uint lcd_subpixel_layout = uint(params.LCDSubpixel);
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|
|
|
switch(screen_type)
|
|
{
|
|
case kApertureGrille:
|
|
{
|
|
uint mask = uint(ModInteger(floor(current_position.x), kApertureGrilleMaskSize[lcd_resolution][crt_resolution]));
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|
|
|
scanline_colour *= kApertureGrilleMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][mask];
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|
|
|
break;
|
|
}
|
|
case kShadowMask:
|
|
{
|
|
uint shadow_y = uint(ModInteger(floor(current_position.y), kShadowMaskSizeY[lcd_resolution][crt_resolution]));
|
|
|
|
uint mask = uint(ModInteger(floor(current_position.x), kShadowMaskSizeX[lcd_resolution][crt_resolution]));
|
|
|
|
scanline_colour *= kShadowMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][shadow_y][mask];
|
|
|
|
break;
|
|
}
|
|
case kSlotMask:
|
|
{
|
|
uint slot_x = uint(ModInteger(floor(current_position.x / float(kSlotMaskSize[lcd_resolution][crt_resolution])), kMaxSlotSizeX));
|
|
uint slot_y = uint(ModInteger(floor(current_position.y), kMaxSlotSizeY));
|
|
|
|
uint mask = uint(ModInteger(floor(current_position.x), kSlotMaskSize[lcd_resolution][crt_resolution]));
|
|
|
|
scanline_colour *= kSlotMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][slot_x][slot_y][mask];
|
|
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
const vec3 hdr10 = Hdr10Conditional(scanline_colour);
|
|
|
|
//FragColor = vec4(scanline_colour, 1.0);
|
|
FragColor = vec4(hdr10, 1.0);
|
|
}
|