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https://github.com/italicsjenga/slang-shaders.git
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ba36486cb2
Glass shader for CRT related artifacts
360 lines
15 KiB
Plaintext
360 lines
15 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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float g_csize;
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float g_bsize;
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float g_flicker;
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float g_shaker;
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float g_refltog;
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float g_reflstr;
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float g_reflgrain;
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float g_fresnel;
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float g_reflblur;
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float gz;
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float gx;
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float gy;
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float gzr;
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float gzg;
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float gzb;
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float goxr;
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float goyr;
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float goxg;
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float goyg;
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float goxb;
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float goyb;
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float TO;
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float PH;
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float PER;
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float ASAT;
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}params;
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/*
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CRT Glass shader
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> CRT related artifacts:
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::grain
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::glass inner reflection
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::glass outer reflection
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::chromatic aberration (for beam deconvergence and glass diffraction)
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::screen flicker
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::screen jitter
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::afterglow (dr-venom's mod)
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::CRT border corner (cgwg's crt-geom)
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> Stack just before scanlines. Works better with curved geometry modes.
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Author: Dogway
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License: Public domain
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*/
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#pragma parameter g_csize "Corner Size" 0.0 0.0 0.07 0.01
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#pragma parameter g_bsize "Border Smoothness" 600.0 100.0 600.0 25.0
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#pragma parameter g_flicker "Screen Flicker" 0.25 0.0 1.0 0.01
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#pragma parameter g_shaker "Screen Shake" 0.02 0.0 0.5 0.01
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#pragma parameter g_refltog "Reflection Toggle" 1.0 0.0 1.0 1.00
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#pragma parameter g_reflgrain "Refl. Deband Grain" 0.0 0.0 2.0 0.01
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#pragma parameter g_reflstr "Refl. Brightness" 0.25 0.0 1.0 0.01
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#pragma parameter g_fresnel "Refl. Fresnel" 1.0 0.0 1.0 0.10
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#pragma parameter g_reflblur "Refl. Blur" 0.6 0.0 1.0 0.10
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#pragma parameter gz "Zoom" 1.2 1.0 1.5 0.01
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#pragma parameter gx "Shift-X" 0.0 -1.0 1.0 0.01
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#pragma parameter gy "Shift-Y" -0.01 -1.0 1.0 0.01
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#pragma parameter gzr "Zoom Red" 1.03 1.0 1.5 0.01
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#pragma parameter gzg "Zoom Green" 1.01 1.0 1.5 0.01
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#pragma parameter gzb "Zoom Blue" 1.0 1.0 1.5 0.01
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#pragma parameter goxr "Shift-X Red" 0.0 -1.0 1.0 0.01
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#pragma parameter goyr "Shift-Y Red" -0.01 -1.0 1.0 0.01
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#pragma parameter goxg "Shift-X Green" 0.0 -1.0 1.0 0.01
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#pragma parameter goyg "Shift-Y Green" -0.01 -1.0 1.0 0.01
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#pragma parameter goxb "Shift-X Blue" 0.0 -1.0 1.0 0.01
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#pragma parameter goyb "Shift-Y Blue" 0.0 -1.0 1.0 0.01
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// https://www.desmos.com/calculator/1nfq4uubnx
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// PER = 2.0 for realistic (1.0 or less when using scanlines). Phosphor Index; it's the same as in the "grade" shader
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#pragma parameter TO "Afterglow OFF/ON" 1.0 0.0 1.0 1.0
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#pragma parameter PH "AG Phosphor (1:NTSC-U 2:NTSC-J 3:PAL)" 2.0 0.0 3.0 1.0
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#pragma parameter ASAT "Afterglow Saturation" 0.20 0.0 1.0 0.01
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#pragma parameter PER "Persistence (more is less)" 0.75 0.5 2.0 0.1
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#define SW params.TO
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#define PH params.PH
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#define sat params.ASAT
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#define PER params.PER
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#define GRAIN params.g_reflgrain
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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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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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#include "../include/img/param_floats.h"
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} global;
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#include "../include/img/helper_macros.h"
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#include "../include/img/white_point.h"
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#define temperature global.temperature
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#define reflblur params.g_reflblur
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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 vec4 t1;
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layout(location = 2) out vec4 t2;
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layout(location = 3) out vec4 t3;
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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;
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float blur = abs(1. - reflblur) + 1.;
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float dx = global.SourceSize.z / blur;
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float dy = global.SourceSize.w / blur;
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t1 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, -dy);
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t2 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, 0.0);
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t3 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, dy);
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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 vec4 t1;
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layout(location = 2) in vec4 t2;
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layout(location = 3) in vec4 t3;
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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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layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
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layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
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layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
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layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4;
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layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5;
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layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6;
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#define Prev1Texture OriginalHistory1
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#define Prev2Texture OriginalHistory2
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#define Prev3Texture OriginalHistory3
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#define Prev4Texture OriginalHistory4
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#define Prev5Texture OriginalHistory5
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#define Prev6Texture OriginalHistory6
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#define TEX0 vTexCoord
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// Wide usage friendly PRNG, shamelessly stolen from a GLSL tricks forum post.
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// Obtain random numbers by calling rand(h), followed by h = permute(h) to
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// update the state. Assumes the texture was hooked.
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float mod289(float x)
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{
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return x - floor(x / 289.0) * 289.0;
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}
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float permute(float x)
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{
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return mod289((34.0 * x + 1.0) * x);
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}
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float randg(float x)
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{
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return fract(x * 0.024390243);
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}
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float rand(float co, float size){
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return fract(sin(dot(co, 12.9898)) * size);
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}
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vec3 afterglow(float Pho, vec3 decay)
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{
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// Rec.601
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vec3 RGB = vec3(0.299, 0.587, 0.114);
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// SMPTE
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vec3 NTSC = vec3(0.310, 0.595, 0.095);
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// JAP
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vec3 NTSC_J = vec3(0.280, 0.605, 0.115);
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// PAL
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vec3 PAL = vec3(0.290, 0.600, 0.110);
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vec3 p_in;
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if (Pho == 0.0) { p_in = RGB; } else
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if (Pho == 1.0) { p_in = NTSC; } else
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if (Pho == 2.0) { p_in = NTSC_J; } else
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if (Pho == 3.0) { p_in = PAL; }
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// Phosphor Response / Cone Response
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vec3 p_res = (p_in / (vec3(0.21264933049678802, 0.71516913175582890, 0.07218152284622192)) / 10.0);
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float decr = clamp((log(1. / p_res.r) + 0.2) / (decay.r), 0., 1.);
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float decg = clamp((log(1. / p_res.g) + 0.2) / (decay.g), 0., 1.);
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float decb = clamp((log(1. / p_res.b) + 0.2) / (decay.b), 0., 1.);
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return vec3(decr, decg, decb);
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}
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// Borrowed from cgwg's crt-geom, under GPL
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float corner(vec2 coord)
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{
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coord *= global.OriginalSize.xy / global.SourceSize.xy;
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coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5);
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coord = min(coord, vec2(1.0)-coord) * vec2(1.0, global.OutputSize.y/global.OutputSize.x);
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vec2 cdist = vec2(max(params.g_csize, max((1.0-smoothstep(100.0,600.0,params.g_bsize))*0.01,0.002)));
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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)*params.g_bsize,0.0, 1.0);
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}
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void main()
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{
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vec2 c_dist = (vec2(0.5) * global.SourceSize.xy) / global.OutputSize.xy;
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vec2 ch_dist = (global.SourceSize.xy / global.OutputSize.xy) / 2.;
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vec2 vpos = vTexCoord * (global.OutputSize.xy / global.SourceSize.xy);
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float vert_msk = abs(1. - vpos.y);
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float center_msk = clamp(abs(1. - (vTexCoord.x) * global.SourceSize.x / global.OutputSize.x - ch_dist.x), 0., 1.);
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float horiz_msk = clamp(max(center_msk - 0.2, 0.0) + 0.1, 0., 1.);
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float zoom = fract(params.gz) / 10.;
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// Screen Jitter ------------------------------------
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float scale = 2.0 + params.g_shaker / 0.05;
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float prob = 0.5 + params.g_shaker / 3.0;
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float shaker = rand(float(global.FrameCount), 43758.5453) * \
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rand(float(global.FrameCount), 4.37585453) * params.g_shaker;
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shaker = shaker + shaker * round(rand(float(global.FrameCount), 53.7585453) * prob) * scale * clamp(params.g_shaker, 0., 0.01) * 100.;
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vec2 coords = vec2(params.gx, params.gy + shaker * 0.5);
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vec2 coordsr = vec2(params.goxr, params.goyr + shaker);
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vec2 coordsg = vec2(params.goxg, params.goyg + shaker);
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vec2 coordsb = vec2(params.goxb, params.goyb + shaker);
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// Screen Zoom ------------------------------------
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float cr = texture(Source, (vTexCoord.xy - c_dist) / (fract(params.gzr)/20. + 1.) + c_dist + coordsr/40.).r;
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float cg = texture(Source, (vTexCoord.xy - c_dist) / (fract(params.gzg)/20. + 1.) + c_dist + coordsg/40.).g;
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float cb = texture(Source, (vTexCoord.xy - c_dist) / (fract(params.gzb)/20. + 1.) + c_dist + coordsb/40.).b;
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vec3 color = vec3(cr,cg,cb);
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// AfterGlow --------------------------------------
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vec3 color1 = texture(Prev1Texture, TEX0.xy).rgb * afterglow(PH, vec3(PER) * 10.);
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vec3 color2 = texture(Prev2Texture, TEX0.xy).rgb * afterglow(PH, vec3(PER) * 20.);
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vec3 color3 = texture(Prev3Texture, TEX0.xy).rgb * afterglow(PH, vec3(PER) * 30.);
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vec3 color4 = texture(Prev4Texture, TEX0.xy).rgb * afterglow(PH, vec3(PER) * 40.);
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vec3 color5 = texture(Prev5Texture, TEX0.xy).rgb * afterglow(PH, vec3(PER) * 50.);
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vec3 color6 = texture(Prev6Texture, TEX0.xy).rgb * afterglow(PH, vec3(PER) * 60.);
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vec3 glow = max(max(max(max(max(color1, color2), color3), color4), color5), color6);
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glow = normalize(pow(glow + vec3(0.001), vec3(sat)))*length(glow);
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vec3 glowl = pow(glow, vec3(2.2));
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vec3 colorl = pow(color, vec3(2.2));
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float glowY = glowl.r * 0.21265 + glowl.g * 0.71517 + glowl.b * 0.07218;
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float colorY = colorl.r * 0.21265 + colorl.g * 0.71517 + colorl.b * 0.07218;
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vec3 colormax = (colorY > glowY) ? color : glow;
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color = (SW == 0.0) ? color : clamp(colormax,0.0,1.0);
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//--------------------------------------
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float rA = texture(Source, (t1.xw - c_dist) / (fract(params.gzr)/10. + zoom + 1.) + c_dist + (coordsr + coords)/20.).x;
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float rB = texture(Source, (t1.yw - c_dist) / (fract(params.gzr)/10. + zoom + 1.) + c_dist + (coordsr + coords)/20.).x;
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float rC = texture(Source, (t1.zw - c_dist) / (fract(params.gzr)/10. + zoom + 1.) + c_dist + (coordsr + coords)/20.).x;
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float rD = texture(Source, (t2.xw - c_dist) / (fract(params.gzr)/10. + zoom + 1.) + c_dist + (coordsr + coords)/20.).x;
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float rE = texture(Source, (t2.yw - c_dist) / (fract(params.gzr)/10. + zoom + 1.) + c_dist + (coordsr + coords)/20.).x;
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float rF = texture(Source, (t2.zw - c_dist) / (fract(params.gzr)/10. + zoom + 1.) + c_dist + (coordsr + coords)/20.).x;
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float rG = texture(Source, (t3.xw - c_dist) / (fract(params.gzr)/10. + zoom + 1.) + c_dist + (coordsr + coords)/20.).x;
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float rH = texture(Source, (t3.yw - c_dist) / (fract(params.gzr)/10. + zoom + 1.) + c_dist + (coordsr + coords)/20.).x;
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float rI = texture(Source, (t3.zw - c_dist) / (fract(params.gzr)/10. + zoom + 1.) + c_dist + (coordsr + coords)/20.).x;
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float gA = texture(Source, (t1.xw - c_dist) / (fract(params.gzg)/10. + zoom + 1.) + c_dist + (coordsg + coords)/20.).y;
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float gB = texture(Source, (t1.yw - c_dist) / (fract(params.gzg)/10. + zoom + 1.) + c_dist + (coordsg + coords)/20.).y;
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float gC = texture(Source, (t1.zw - c_dist) / (fract(params.gzg)/10. + zoom + 1.) + c_dist + (coordsg + coords)/20.).y;
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float gD = texture(Source, (t2.xw - c_dist) / (fract(params.gzg)/10. + zoom + 1.) + c_dist + (coordsg + coords)/20.).y;
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float gE = texture(Source, (t2.yw - c_dist) / (fract(params.gzg)/10. + zoom + 1.) + c_dist + (coordsg + coords)/20.).y;
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float gF = texture(Source, (t2.zw - c_dist) / (fract(params.gzg)/10. + zoom + 1.) + c_dist + (coordsg + coords)/20.).y;
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float gG = texture(Source, (t3.xw - c_dist) / (fract(params.gzg)/10. + zoom + 1.) + c_dist + (coordsg + coords)/20.).y;
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float gH = texture(Source, (t3.yw - c_dist) / (fract(params.gzg)/10. + zoom + 1.) + c_dist + (coordsg + coords)/20.).y;
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float gI = texture(Source, (t3.zw - c_dist) / (fract(params.gzg)/10. + zoom + 1.) + c_dist + (coordsg + coords)/20.).y;
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float bA = texture(Source, (t1.xw - c_dist) / (fract(params.gzb)/10. + zoom + 1.) + c_dist + (coordsb + coords)/20.).z;
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float bB = texture(Source, (t1.yw - c_dist) / (fract(params.gzb)/10. + zoom + 1.) + c_dist + (coordsb + coords)/20.).z;
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float bC = texture(Source, (t1.zw - c_dist) / (fract(params.gzb)/10. + zoom + 1.) + c_dist + (coordsb + coords)/20.).z;
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float bD = texture(Source, (t2.xw - c_dist) / (fract(params.gzb)/10. + zoom + 1.) + c_dist + (coordsb + coords)/20.).z;
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float bE = texture(Source, (t2.yw - c_dist) / (fract(params.gzb)/10. + zoom + 1.) + c_dist + (coordsb + coords)/20.).z;
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float bF = texture(Source, (t2.zw - c_dist) / (fract(params.gzb)/10. + zoom + 1.) + c_dist + (coordsb + coords)/20.).z;
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float bG = texture(Source, (t3.xw - c_dist) / (fract(params.gzb)/10. + zoom + 1.) + c_dist + (coordsb + coords)/20.).z;
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float bH = texture(Source, (t3.yw - c_dist) / (fract(params.gzb)/10. + zoom + 1.) + c_dist + (coordsb + coords)/20.).z;
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float bI = texture(Source, (t3.zw - c_dist) / (fract(params.gzb)/10. + zoom + 1.) + c_dist + (coordsb + coords)/20.).z;
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vec3 sumA = vec3(rA, gA, bA);
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vec3 sumB = vec3(rB, gB, bB);
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vec3 sumC = vec3(rC, gC, bC);
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vec3 sumD = vec3(rD, gD, bD);
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vec3 sumE = vec3(rE, gE, bE);
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vec3 sumF = vec3(rF, gF, bF);
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vec3 sumG = vec3(rG, gG, bG);
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vec3 sumH = vec3(rH, gH, bH);
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vec3 sumI = vec3(rI, gI, bI);
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vec3 blurred = (sumE+sumA+sumC+sumD+sumF+sumG+sumI+sumB+sumH) / 9.0;
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vpos *= 1. - vpos.xy;
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float vig = vpos.x * vpos.y * 10.;
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float vig_msk = abs(1. - vig) * (center_msk * 2. + 0.3);
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vig = abs(1. - pow(vig, 0.1)) * vert_msk * (center_msk * 2. + 0.3);
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blurred = min((vig_msk + (1. - params.g_fresnel)), 1.0) * blurred;
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vig = clamp(vig * params.g_fresnel, 0.001, 1.0);
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vec3 vig_c = white_point(vec3(vig));
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// Reflection in
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vec4 reflection = clamp(vec4((1. - (1. - color ) * (1. - blurred.rgb * params.g_reflstr)) / (1. + params.g_reflstr / 3.), 1.), 0., 1.);
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// Reflection-out noise dithering, from deband.slang
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// Initialize the PRNG by hashing the position + a random uniform
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vec3 m = vec3(vTexCoord, randg(sin(vTexCoord.x / vTexCoord.y) * mod(global.FrameCount, 79) + 22.759)) + vec3(1.);
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float h = permute(permute(permute(m.x) + m.y) + m.z);
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if (GRAIN > 0.0)
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{
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vec3 noise;
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noise.x = randg(h); h = permute(h);
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noise.y = randg(h); h = permute(h);
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noise.z = randg(h); h = permute(h);
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vig_c.rgb += GRAIN * (noise - vec3(0.5));
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}
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// Reflection out
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reflection = clamp(vec4(1. - (1. - reflection.rgb ) * (1. - vec3(vig_c / 7.)), 1.), 0., 1.);
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// Corner Size
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vpos *= (global.SourceSize.xy/global.OutputSize.xy);
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// Screen Flicker
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float flicker = (params.g_flicker == 0.0) ? 1.0 : mix(1. - params.g_flicker / 10., 1.0, rand(float(global.FrameCount), 4.37585453));
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reflection = (params.g_refltog == 0.0) ? clamp(texture(Source, vTexCoord.xy) * flicker, 0., 1.) : clamp(reflection * flicker, 0., 1.);
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FragColor = corner(vpos) * reflection;
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}
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