mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 01:41:31 +11:00
295 lines
12 KiB
C++
295 lines
12 KiB
C++
layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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// effect toggles and multi
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float bloomtoggle;
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float ntscsignal;
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float scanlinetoggle;
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float chromatoggle;
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float distortiontoggle;
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float screenscale_x;
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float screenscale_y;
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float screenoffset_x;
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float screenoffset_y;
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float swapxy;
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// bloom params
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float bloomblendmode;
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// float vectorscreen;
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float bloomscale;
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float bloomoverdrive_r;
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float bloomoverdrive_g;
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float bloomoverdrive_b;
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float level0weight;
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float level1weight;
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float level2weight;
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float level3weight;
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float level4weight;
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float level5weight;
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float level6weight;
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float level7weight;
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float level8weight;
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// post params
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float mask_width;
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float mask_height;
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float mask_offset_x;
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float mask_offset_y;
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float preparebloom;
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float shadowtilemode;
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float power_r;
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float power_g;
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float power_b;
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float floor_r;
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float floor_g;
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float floor_b;
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float chromamode;
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float conversiongain_x;
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float conversiongain_y;
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float conversiongain_z;
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float humbaralpha;
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float backcolor_r;
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float backcolor_g;
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float backcolor_b;
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float shadowalpha;
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float shadowcount_x;
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float shadowcount_y;
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float shadowuv_x;
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float shadowuv_y;
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// ntsc params
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float avalue;
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float bvalue;
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float ccvalue;
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float ovalue;
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float pvalue;
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float scantime;
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float notchhalfwidth;
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float yfreqresponse;
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float ifreqresponse;
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float qfreqresponse;
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float signaloffset;
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// color params
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float col_red;
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float col_grn;
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float col_blu;
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float col_offset_x;
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float col_offset_y;
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float col_offset_z;
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float col_scale_x;
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float col_scale_y;
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float col_scale_z;
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float col_saturation;
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// deconverge params
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float converge_x_r;
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float converge_x_g;
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float converge_x_b;
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float converge_y_r;
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float converge_y_g;
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float converge_y_b;
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float radial_conv_x_r;
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float radial_conv_x_g;
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float radial_conv_x_b;
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float radial_conv_y_r;
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float radial_conv_y_g;
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float radial_conv_y_b;
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// scanline params
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float scanlinealpha;
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float scanlinescale;
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float scanlineheight;
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float scanlinevariation;
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float scanlineoffset;
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float scanlinebrightscale;
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float scanlinebrightoffset;
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// defocus params
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float defocus_x;
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float defocus_y;
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// phosphor params
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float deltatime;
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float phosphor_r;
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float phosphor_g;
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float phosphor_b;
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float phosphortoggle;
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// chroma params
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float ygain_r;
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float ygain_g;
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float ygain_b;
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float chromaa_x;
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float chromaa_y;
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float chromab_x;
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float chromab_y;
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float chromac_x;
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float chromac_y;
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// distortion params
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float distortion_amount;
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float cubic_distortion_amount;
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float distort_corner_amount;
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float round_corner_amount;
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float smooth_border_amount;
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float vignette_amount;
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float reflection_amount;
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float reflection_col_r;
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float reflection_col_g;
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float reflection_col_b;
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// vector params
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// float timeratio;
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// float timescale;
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// float lengthratio;
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// float lengthscale;
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// float beamsmooth;
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} global;
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// Effect Toggles and Settings Used In Multiple Passes
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#pragma parameter ntscsignal "NTSC Signal Mode" 0.0 0.0 1.0 1.01.0
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bool NTSCSignal = bool(global.ntscsignal);
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#pragma parameter scanlinetoggle "Scanline Toggle" 1.0 0.0 1.0 1.0
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bool ScanlineToggle = bool(global.scanlinetoggle);
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#pragma parameter bloomtoggle "Bloom Enable" 0.0 0.0 1.0 1.0
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bool BloomToggle = bool(global.bloomtoggle);
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#pragma parameter chromatoggle "Chromaticity Toggle" 0.0 0.0 1.0 1.0
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bool Chromaticity = bool(global.chromatoggle);
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#pragma parameter distortiontoggle "Distortion Toggle" 0.0 0.0 1.0 1.0
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bool Distortion = bool(global.distortiontoggle);
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#pragma parameter phosphortoggle "Phosphor Toggle" 0.0 0.0 1.0 1.0
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bool Passthrough = !bool(global.phosphortoggle);
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#pragma parameter screenscale_x "Screen Scale X" 1.0 0.5 3.0 0.01
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#pragma parameter screenscale_y "Screen Scale Y" 1.0 0.5 3.0 0.01
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vec2 ScreenScale = vec2(global.screenscale_x, global.screenscale_y);
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//#pragma parameter vectorscreen "Vector Screen Mode" 0.0 0.0 1.0 1.0 // TODO/FIXME
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const float vectorscreen = 0.0;
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bool VectorScreen = bool(vectorscreen);
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#pragma parameter screenoffset_x "Screen Offset X" 0.0 -1.0 1.0 0.005
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#pragma parameter screenoffset_y "Screen Offset Y" 0.0 -1.0 1.0 0.005
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vec2 ScreenOffset = vec2(global.screenoffset_x, global.screenoffset_y);
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#pragma parameter swapxy "Swap X and Y" 0.0 0.0 1.0 1.0
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bool SwapXY = bool(global.swapxy);
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// Bloom Pass
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#pragma parameter bloomblendmode "Bloom Blend Mode" 0.0 0.0 1.0 1.0
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#pragma parameter bloomscale "Bloom Scale" 0.33 0.0 1.0 0.01
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#pragma parameter bloomoverdrive_r "Bloom Overdrive R" 1.0 0.0 2.0 0.01
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#pragma parameter bloomoverdrive_g "Bloom Overdrive G" 1.0 0.0 2.0 0.01
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#pragma parameter bloomoverdrive_b "Bloom Overdrive B" 1.0 0.0 2.0 0.01
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#pragma parameter level0weight "Bloom Level 0 Weight" 0.64 0.0 1.0 0.01
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#pragma parameter level1weight "Bloom Level 1 Weight" 0.64 0.0 1.0 0.01
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#pragma parameter level2weight "Bloom Level 2 Weight" 0.32 0.0 1.0 0.01
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#pragma parameter level3weight "Bloom Level 3 Weight" 0.16 0.0 1.0 0.01
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#pragma parameter level4weight "Bloom Level 4 Weight" 0.08 0.0 1.0 0.01
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#pragma parameter level5weight "Bloom Level 5 Weight" 0.06 0.0 1.0 0.01
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#pragma parameter level6weight "Bloom Level 6 Weight" 0.04 0.0 1.0 0.01
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#pragma parameter level7weight "Bloom Level 7 Weight" 0.02 0.0 1.0 0.01
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#pragma parameter level8weight "Bloom Level 8 Weight" 0.01 0.0 1.0 0.01
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// Post Pass
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#pragma parameter humbaralpha "Hum Bar Alpha" 0.0 0.0 1.0 0.01
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#pragma parameter backcolor_r "Back Color R" 0.0 0.0 1.0 0.01
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#pragma parameter backcolor_g "Back Color G" 0.0 0.0 1.0 0.01
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#pragma parameter backcolor_b "Back Color B" 0.0 0.0 1.0 0.01
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#pragma parameter shadowtilemode "Mask Tiling Mode" 0.0 0.0 1.0 1.0
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#pragma parameter shadowalpha "Mask Alpha" 0.3 0.0 1.0 0.01
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#pragma parameter shadowcount_x "Mask Tile Size X" 6.0 1.0 32.0 1.0
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#pragma parameter shadowcount_y "Mask Tile Size Y" 6.0 1.0 32.0 1.0
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#pragma parameter shadowuv_x "Mask UV X" 0.25 0.0 1.0 0.01
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#pragma parameter shadowuv_y "Mask UV Y" 0.25 0.0 1.0 0.01
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#pragma parameter mask_width "Mask Texture Width" 32.0 0.0 256.0 16.0
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#pragma parameter mask_height "Mask Texture Height" 32.0 0.0 256.0 16.0
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#pragma parameter mask_offset_x "Mask Offset X" 0.0 -10.0 10.0 0.1
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#pragma parameter mask_offset_y "Mask Offset Y" 0.0 -10.0 10.0 0.1
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#pragma parameter chromamode "Chroma Mode" 3.0 1.0 3.0 1.0
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#pragma parameter conversiongain_x "Conversion Gain X" 0.0 -5.0 5.0 0.5
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#pragma parameter conversiongain_y "Conversion Gain Y" 0.0 -5.0 5.0 0.5
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#pragma parameter conversiongain_z "Conversion Gain Z" 0.0 -5.0 5.0 0.5
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#pragma parameter power_r "Color Power R" 1.0 1.0 10.0 1.0
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#pragma parameter power_g "Color Power G" 1.0 1.0 10.0 1.0
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#pragma parameter power_b "Color Power B" 1.0 1.0 10.0 1.0
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#pragma parameter floor_r "Color Floor R" 0.0 0.0 1.0 0.01
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#pragma parameter floor_g "Color Floor G" 0.0 0.0 1.0 0.01
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#pragma parameter floor_b "Color Floor B" 0.0 0.0 1.0 0.01
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#pragma parameter preparebloom "Prepare Bloom" 0.0 0.0 1.0 1.0
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// NTSC Pass
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#pragma parameter avalue "A Value" 0.5 -1.0 1.0 0.01
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#pragma parameter bvalue "B Value" 0.5 -1.0 1.0 0.01
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#pragma parameter ccvalue "CC Value" 3.5795454 0.0 6.0 0.0005
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#pragma parameter ovalue "O Value" 0.0 -3.0 3.0 0.1
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#pragma parameter pvalue "P Value" 1.0 -3.0 3.0 0.1
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#pragma parameter scantime "Scan Time" 52.6 0.0 100.0 0.1
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#pragma parameter notchhalfwidth "Notch Half Width" 1.0 0.0 6.0 0.05
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#pragma parameter yfreqresponse "Y Freq Response" 6.0 0.0 6.0 0.05
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#pragma parameter ifreqresponse "I Freq Response" 1.2 0.0 6.0 0.05
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#pragma parameter qfreqresponse "Q Freq Response" 0.6 0.0 6.0 0.05
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#pragma parameter signaloffset "Signal Offset" 1.0 0.0 1.0 0.01
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// Color Pass
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#pragma parameter col_red "Red Shift" 1.0 0.0 2.0 0.01
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#pragma parameter col_grn "Green Shift" 1.0 0.0 2.0 0.01
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#pragma parameter col_blu "Blue Shift" 1.0 0.0 2.0 0.01
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#pragma parameter col_offset_x "Offset X" 0.0 -1.0 1.0 0.01
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#pragma parameter col_offset_y "Offset Y" 0.0 -1.0 1.0 0.01
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#pragma parameter col_offset_z "Offset Z" 0.0 -1.0 1.0 0.01
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#pragma parameter col_scale_x "Scale X" 1.0 0.0 2.0 0.01
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#pragma parameter col_scale_y "Scale Y" 1.0 0.0 2.0 0.01
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#pragma parameter col_scale_z "Scale Z" 1.0 0.0 2.0 0.01
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#pragma parameter col_saturation "Saturation" 1.0 0.0 5.0 0.01
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// Deconverge Pass
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#pragma parameter converge_x_r "Convergence X Red" 0.0 -10.0 10.0 0.05
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#pragma parameter converge_x_g "Convergence X Green" 0.0 -10.0 10.0 0.05
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#pragma parameter converge_x_b "Convergence X Blue" 0.0 -10.0 10.0 0.05
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#pragma parameter converge_y_r "Convergence Y Red" 0.0 -10.0 10.0 0.05
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#pragma parameter converge_y_g "Convergence Y Green" 0.0 -10.0 10.0 0.05
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#pragma parameter converge_y_b "Convergence Y Blue" 0.0 -10.0 10.0 0.05
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#pragma parameter radial_conv_x_r "Radial Conv X Red" 0.0 -10.0 10.0 0.05
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#pragma parameter radial_conv_x_g "Radial Conv X Green" 0.0 -10.0 10.0 0.05
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#pragma parameter radial_conv_x_b "Radial Conv X Blue" 0.0 -10.0 10.0 0.05
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#pragma parameter radial_conv_y_r "Radial Conv Y Red" 0.0 -10.0 10.0 0.05
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#pragma parameter radial_conv_y_g "Radial Conv Y Green" 0.0 -10.0 10.0 0.05
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#pragma parameter radial_conv_y_b "Radial Conv Y Blue" 0.0 -10.0 10.0 0.05
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// Scanline Pass
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#pragma parameter scanlinealpha "Scanline Alpha" 0.5 0.0 1.0 0.01
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#pragma parameter scanlinescale "Scanline Scale" 5.0 1.0 5.0 1.0
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#pragma parameter scanlineheight "Scanline Height" 1.0 0.0 2.0 0.1
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#pragma parameter scanlinevariation "Scanline Variation" 1.0 0.0 5.0 0.5
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#pragma parameter scanlineoffset "Scanline Offset" 1.0 -1.5 3.0 0.1
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#pragma parameter scanlinebrightscale "Scanline Bright Scale" 1.0 0.0 2.0 0.1
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#pragma parameter scanlinebrightoffset "Scanline Bright Offset" 1.0 -1.5 3.0 0.1
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// Defocus Pass
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#pragma parameter defocus_x "Defocus X Axis" 0.0 0.0 10.0 0.1
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#pragma parameter defocus_y "Defocus Y Axis" 0.0 0.0 10.0 0.1
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// Phosphor Pass
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#pragma parameter deltatime "Delta Time" 1.0 0.0 2.0 0.1
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#pragma parameter phosphor_r "Phosphor Red" 0.8 0.0 0.99 0.1
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#pragma parameter phosphor_g "Phosphor Green" 0.0 0.0 0.99 0.1
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#pragma parameter phosphor_b "Phosphor Blue" 0.0 0.0 0.99 0.1
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// Chroma Pass
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#pragma parameter ygain_r "Y Gain R Channel" 0.2126 0.0 1.0 0.01
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#pragma parameter ygain_g "Y Gain G Channel" 0.7152 0.0 1.0 0.01
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#pragma parameter ygain_b "Y Gain B Channel" 0.0722 0.0 1.0 0.01
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#pragma parameter chromaa_x "Chroma A X" 0.630 0.0 1.0 0.01
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#pragma parameter chromaa_y "Chroma A Y" 0.340 0.0 1.0 0.01
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#pragma parameter chromab_x "Chroma B X" 0.310 0.0 1.0 0.01
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#pragma parameter chromab_y "Chroma B Y" 0.595 0.0 1.0 0.01
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#pragma parameter chromac_x "Chroma C X" 0.155 0.0 1.0 0.01
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#pragma parameter chromac_y "Chroma C Y" 0.070 0.0 1.0 0.01
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// Distortion Pass
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#pragma parameter distortion_amount "Distortion Amount" 0.0 0.0 1.0 0.01
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#pragma parameter cubic_distortion_amount "Cubic Dist. Amt" 0.0 0.0 1.0 0.01
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#pragma parameter distort_corner_amount "Corner Dist. Amt" 0.0 0.0 1.0 0.01
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#pragma parameter round_corner_amount "Corner Rounding" 0.0 0.0 1.0 0.01
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#pragma parameter smooth_border_amount "Border Smoothing" 0.0 0.0 1.0 0.01
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#pragma parameter vignette_amount "Vignetting Amount" 0.0 0.0 1.0 0.01
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#pragma parameter reflection_amount "Reflection Amount" 0.0 0.0 1.0 0.01
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#pragma parameter reflection_col_r "Reflection Color R" 1.0 0.0 1.0 0.01
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#pragma parameter reflection_col_g "Reflection Color G" 0.9 0.0 1.0 0.01
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#pragma parameter reflection_col_b "Reflection Color B" 0.8 0.0 1.0 0.01
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// Vector Pass
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//#pragma parameter timeratio "Time Ratio" 1.0 0.0 2.0 0.01
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//#pragma parameter timescale "Time Scale" 1.0 1.0 10.0 1.0
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//#pragma parameter lengthratio "Length Ratio" 1.0 1.0 10.0 1.0
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//#pragma parameter lengthscale "Length Scale" 1.0 1.0 10.0 1.0
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//#pragma parameter beamsmooth "Beam Smooth Amt" 0.5 0.1 1.0 0.1
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