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https://github.com/italicsjenga/slang-shaders.git
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419c7c580b
Add run-time parameters, replace 'gl_FragCoord' with 'vTexCoord / OutputSize.xy' because the spec recommends it.
230 lines
7.3 KiB
Plaintext
230 lines
7.3 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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float CURVATURE_X;
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float CURVATURE_Y;
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float MASK_BRIGHTNESS;
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float SCANLINE_WEIGHT;
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float SCANLINE_GAP_BRIGHTNESS;
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float BLOOM_FACTOR;
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float INPUT_GAMMA;
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float OUTPUT_GAMMA;
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} param;
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#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01
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#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01
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#pragma parameter MASK_BRIGHTNESS "Mask brightness" 0.70 0.0 1.0 0.01
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#pragma parameter SCANLINE_WEIGHT "Scanline weight" 6.0 0.0 15.0 0.1
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#pragma parameter SCANLINE_GAP_BRIGHTNESS "Scanline gap brightness" 0.12 0.0 1.0 0.01
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#pragma parameter BLOOM_FACTOR "Bloom factor" 1.5 0.0 5.0 0.01
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#pragma parameter INPUT_GAMMA "Input gamma" 2.4 0.0 5.0 0.01
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#pragma parameter OUTPUT_GAMMA "Output gamma" 2.2 0.0 5.0 0.01
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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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} 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 filterWidth;
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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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filterWidth = (global.SourceSize.y * global.OutputSize.w) * 0.333333333;
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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 filterWidth;
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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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/* MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish) */
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#define MASK_TYPE 2
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#define SCANLINES
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#define CURVATURE
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//#define FAKE_GAMMA
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//#define GAMMA
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//#define SHARPER
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#define MULTISAMPLE
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/*
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crt-pi - A Raspberry Pi friendly CRT shader.
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Copyright (C) 2015-2016 davej
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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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Notes:
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This shader is designed to work well on Raspberry Pi GPUs (i.e. 1080P @ 60Hz on
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a game with a 4:3 aspect ratio).
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It pushes the Pi's GPU hard and enabling some features will slow it down so that
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it is no longer able to match 1080P @ 60Hz.
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You will need to overclock your Pi to the fastest setting in raspi-config to get
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the best results from this shader: 'Pi2' for Pi2 and 'Turbo' for original Pi and
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Pi Zero.
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Note: Pi2s are slower at running the shader than other Pis, this seems to be
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down to Pi2s lower maximum memory speed.
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Pi2s don't quite manage 1080P @ 60Hz - they drop about 1 in 1000 frames.
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You probably won't notice this, but if you do, try enabling FAKE_GAMMA.
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SCANLINES enables scanlines.
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You'll almost certainly want to use it with MULTISAMPLE to reduce moire effects.
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SCANLINE_WEIGHT defines how wide scanlines are (it is an inverse value so a
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higher number = thinner lines).
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SCANLINE_GAP_BRIGHTNESS defines how dark the gaps between the scan lines are.
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Darker gaps between scan lines make moire effects more likely.
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GAMMA enables gamma correction using the values in INPUT_GAMMA and OUTPUT_GAMMA.
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FAKE_GAMMA causes it to ignore the values in INPUT_GAMMA and OUTPUT_GAMMA and
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approximate gamma correction in a way which is faster than true gamma whilst
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still looking better than having none.
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You must have GAMMA defined to enable FAKE_GAMMA.
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CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y.
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Curvature slows things down a lot.
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By default the shader uses linear blending horizontally. If you find this too
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blury, enable SHARPER.
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BLOOM_FACTOR controls the increase in width for bright scanlines.
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MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how
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much the mask type darkens the screen.
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*/
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#if defined(CURVATURE)
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vec2 CURVATURE_DISTORTION = vec2(param.CURVATURE_X, param.CURVATURE_Y);
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// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
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vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
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vec2 Distort(vec2 coord)
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{
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// coord *= screenScale; // not necessary in slang
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coord -= vec2(0.5);
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float rsq = coord.x * coord.x + coord.y * coord.y;
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coord += coord * (CURVATURE_DISTORTION * rsq);
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coord *= barrelScale;
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if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
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coord = vec2(-1.0); // If out of bounds, return an invalid value.
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else
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{
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coord += vec2(0.5);
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// coord /= screenScale; // not necessary in slang
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}
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return coord;
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}
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#endif
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float CalcScanLineWeight(float dist)
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{
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return max(1.0-dist*dist*param.SCANLINE_WEIGHT, param.SCANLINE_GAP_BRIGHTNESS);
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}
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float CalcScanLine(float dy)
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{
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float scanLineWeight = CalcScanLineWeight(dy);
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#if defined(MULTISAMPLE)
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scanLineWeight += CalcScanLineWeight(dy - filterWidth);
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scanLineWeight += CalcScanLineWeight(dy + filterWidth);
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scanLineWeight *= 0.3333333;
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#endif
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return scanLineWeight;
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}
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void main()
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{
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vec2 texcoord = vTexCoord;
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#if defined(CURVATURE)
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texcoord = Distort(texcoord);
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if (texcoord.x < 0.0)
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{
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FragColor = vec4(0.0);
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return;
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}
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#endif
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vec2 texcoordInPixels = texcoord * global.SourceSize.xy;
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#if defined(SHARPER)
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vec2 tempCoord = floor(texcoordInPixels) + 0.5;
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vec2 coord = tempCoord * global.SourceSize.zw;
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vec2 deltas = texcoordInPixels - tempCoord;
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float scanLineWeight = CalcScanLine(deltas.y);
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vec2 signs = sign(deltas);
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deltas = abs(deltas) * 2.0;
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deltas.x = deltas.x * deltas.x;
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deltas.y = deltas.y * deltas.y * deltas.y;
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deltas *= 0.5 * global.SourceSize.zw * signs;
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vec2 tc = coord + deltas;
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#else
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float tempCoord = floor(texcoordInPixels.y) + 0.5;
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float coord = tempCoord * global.SourceSize.w;
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float deltas = texcoordInPixels.y - tempCoord;
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float scanLineWeight = CalcScanLine(deltas);
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float signs = sign(deltas);
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deltas = abs(deltas) * 2.0;
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deltas = deltas * deltas * deltas;
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deltas *= 0.5 * global.SourceSize.w * signs;
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vec2 tc = vec2(texcoord.x, coord + deltas);
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#endif
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vec3 colour = texture(Source, tc).rgb;
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#if defined(SCANLINES)
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#if defined(GAMMA) && defined(FAKE_GAMMA)
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colour = colour * colour;
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#elif defined(GAMMA)
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colour = pow(colour, vec3(param.INPUT_GAMMA));
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#endif
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/* Apply scanlines */
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scanLineWeight *= param.BLOOM_FACTOR;
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colour *= scanLineWeight;
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#if defined(GAMMA) && defined(FAKE_GAMMA)
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colour = sqrt(colour);
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#elif defined(GAMMA)
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colour = pow(colour, vec3(1.0/param.OUTPUT_GAMMA));
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#endif
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#endif /* SCANLINES */
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#if MASK_TYPE == 1
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float whichMask = fract((vTexCoord.x * global.OutputSize.x) * 0.5);
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vec3 mask = vec3(1.0);
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if (whichMask < 0.5) mask.rb = vec2(param.MASK_BRIGHTNESS);
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else mask.g = param.MASK_BRIGHTNESS;
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colour *= mask;
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#elif MASK_TYPE == 2
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float whichMask = fract((vTexCoord.x * global.OutputSize.x) * 0.3333333);
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vec3 mask = vec3(param.MASK_BRIGHTNESS);
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if (whichMask < 0.3333333) mask.r = 1.0;
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else if (whichMask < 0.6666666) mask.g = 1.0;
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else mask.b = 1.0;
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colour *= mask;
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#endif
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FragColor = vec4(colour, 1.0);
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}
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