mirror of
https://github.com/italicsjenga/slang-shaders.git
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322 lines
9.5 KiB
Plaintext
322 lines
9.5 KiB
Plaintext
#version 450
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/*
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CRT - Guest - SM (Scanline Mask) Shader
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Copyright (C) 2019 guest(r) - guest.r@gmail.com
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Big thanks to Nesguy from the Libretro forums for the masks and other ideas.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/* README - MASKS GUIDE
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To obtain the best results with masks 0, 1, 3, 4:
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must leave “mask size” at 1 and the display must be set to its native resolution to result in evenly spaced “active” LCD subpixels.
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Mask 0: Uses a magenta and green pattern for even spacing of the LCD subpixels.
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Mask 1: Intended for displays that have RBG subpixels (as opposed to the more common RGB).
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Uses a yellow/blue pattern for even spacing of the LCD subpixels.
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Mask 2: Common red/green/blue pattern.
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Mask 3: This is useful for 4K displays, where masks 0 and 1 can look too fine.
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Uses a red/yellow/cyan/blue pattern to result in even spacing of the LCD subpixels.
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Mask 4: Intended for displays that have the less common RBG subpixel pattern.
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This is useful for 4K displays, where masks 0 and 1 can look too fine.
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Uses a red/magenta/cyan/green pattern for even spacing of the LCD subpixels.
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*/
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layout(push_constant) uniform Push
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{
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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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float smart, brightboost1, brightboost2, stype, scanline1, scanline2, beam_min, beam_max, s_beam, saturation1, h_sharp, mask, maskmode, maskdark, maskbright, masksize, gamma_out;
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} params;
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// smart Y integer scaline
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#pragma parameter smart "Smart Y Integer Scaling" 0.0 0.0 1.0 1.0
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// adjust brightness dark colors
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#pragma parameter brightboost1 "Bright boost dark colors" 1.50 0.5 3.0 0.05
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// adjust brightness bright colors
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#pragma parameter brightboost2 "Bright boost bright colors" 1.10 0.5 2.0 0.05
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// scanline type
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#pragma parameter stype "Scanline Type" 0.0 0.0 2.0 1.0
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// scanline param, vertical sharpness
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#pragma parameter scanline1 "Scanline Shape Center" 8.0 2.0 14.0 0.5
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// scanline param, vertical sharpness
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#pragma parameter scanline2 "Scanline Shape Edges" 8.0 4.0 16.0 0.5
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// dark area beam min - narrow
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#pragma parameter beam_min "Scanline dark" 1.40 0.5 2.0 0.05
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// bright area beam max -wide
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#pragma parameter beam_max "Scanline bright" 1.10 0.5 2.0 0.05
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// Overgrown Bright Beam
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#pragma parameter s_beam "Overgrown Bright Beam" 0.75 0.0 1.0 0.05
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// Scanline Saturation
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#pragma parameter saturation1 "Scanline Saturation" 2.75 0.0 6.0 0.25
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// pixel sharpness
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#pragma parameter h_sharp "Horizontal sharpness" 2.0 1.0 5.0 0.05
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// crt mask
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#pragma parameter mask "CRT Mask (3&4 are 4k masks)" 0.0 0.0 4.0 1.0
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// CRT Mask Mode: Classic, Fine, Coarse
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#pragma parameter maskmode "CRT Mask Mode: Classic, Fine, Coarse" 0.0 0.0 2.0 1.0
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// CRT Mask Strength Dark Pixels
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#pragma parameter maskdark "CRT Mask Strength Dark Pixels" 1.0 0.0 1.5 0.05
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// CRT Mask Strength Bright Pixels
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#pragma parameter maskbright "CRT Mask Strength Bright Pixels" 0.20 -0.5 1.0 0.05
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// crt mask size
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#pragma parameter masksize "CRT Mask Size" 1.0 1.0 2.0 1.0
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// gamma out
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#pragma parameter gamma_out "Gamma Out" 2.40 1.0 3.0 0.05
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#define smart params.smart
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#define brightboost1 params.brightboost1
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#define brightboost2 params.brightboost2
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#define stype params.stype
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#define scanline1 params.scanline1
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#define scanline2 params.scanline2
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#define beam_min params.beam_min
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#define beam_max params.beam_max
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#define s_beam params.s_beam
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#define saturation1 params.saturation1
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#define h_sharp params.h_sharp
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#define mask params.mask
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#define maskmode params.maskmode
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#define maskdark params.maskdark
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#define maskbright params.maskbright
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#define masksize params.masksize
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#define gamma_out params.gamma_out
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#define TEX0 vTexCoord
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define Texture Source
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#define InputSize SourceSize
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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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} 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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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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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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float st(float x)
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{
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return exp2(-10.0*x*x);
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}
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float st1(float x, float scan)
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{
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return exp2(-scan*x*x);
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}
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float sw1(float x, vec3 color, float scan)
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{
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float mx = max(max(color.r,color.g),color.b);
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float ex = mix((2.75 - 1.75*stype)*beam_min, beam_max, mx);
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ex = mix(beam_max, ex, pow(x, mx + 0.25))*x;
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return exp2(-scan*ex*ex);
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}
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float sw2(float x, vec3 color)
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{
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float mx = max(max(color.r,color.g),color.b);
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float ex = mix(2.0*beam_min, beam_max, mx);
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float m = 0.5*ex;
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x = x*ex; float xx = x*x;
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xx = mix(xx, x*xx, m);
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return exp2(-10.0*xx);
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}
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float Overscan(float pos, float dy){
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pos=pos*2.0-1.0;
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pos*=dy;
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return pos*0.5+0.5;
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}
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void main()
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{
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vec2 tex = TEX0.xy * 1.000001;
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if (smart == 1.0)
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{
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float factor = params.OutputSize.y/params.InputSize.y;
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float intfactor = round(factor);
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float diff = factor/intfactor;
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tex.y = Overscan(tex.y*(params.SourceSize.y/params.InputSize.y), diff)*(params.InputSize.y/params.SourceSize.y);
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}
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vec2 OGL2Pos = tex * params.SourceSize.xy - vec2(0.5);
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vec2 fp = fract(OGL2Pos);
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vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * params.SourceSize.zw;
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// Reading the texels
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vec3 ul = COMPAT_TEXTURE(Texture, pC4 ).xyz; ul*=ul;
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vec3 ur = COMPAT_TEXTURE(Texture, pC4 + vec2(params.SourceSize.z,0.0)).xyz; ur*=ur;
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vec3 dl = COMPAT_TEXTURE(Texture, pC4 + vec2(0.0,params.SourceSize.w)).xyz; dl*=dl;
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vec3 dr = COMPAT_TEXTURE(Texture, pC4 + params.SourceSize.zw ).xyz; dr*=dr;
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float lx = fp.x; lx = pow(lx, h_sharp);
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float rx = 1.0 - fp.x; rx = pow(rx, h_sharp);
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float w = 1.0/(lx+rx);
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float f1 = fp.y;
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float f2 = 1.0 - fp.y;
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float f3 = fract(tex.y * params.SourceSize.y); f3 = abs(f3-0.5);
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vec3 color;
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float t1 = st(f1);
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float t2 = st(f2);
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float wt = 1.0/(t1+t2);
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// calculating scanlines
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vec3 cl = (ul*t1 + dl*t2)*wt;
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vec3 cr = (ur*t1 + dr*t2)*wt;
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vec3 ref_ul = mix(cl, ul, s_beam);
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vec3 ref_ur = mix(cr, ur, s_beam);
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vec3 ref_dl = mix(cl, dl, s_beam);
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vec3 ref_dr = mix(cr, dr, s_beam);
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float scan1 = mix(scanline1, scanline2, f1);
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float scan2 = mix(scanline1, scanline2, f2);
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float scan0 = mix(scanline1, scanline2, f3);
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f3 = st1(f3,scan0);
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f3 = f3*f3*(3.0-2.0*f3);
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float w1, w2, w3, w4 = 0.0;
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if (stype < 2.0)
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{
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w1 = sw1(f1, ref_ul, scan1);
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w2 = sw1(f2, ref_dl, scan2);
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w3 = sw1(f1, ref_ur, scan1);
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w4 = sw1(f2, ref_dr, scan2);
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}
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else
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{
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w1 = sw2(f1, ref_ul);
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w2 = sw2(f2, ref_dl);
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w3 = sw2(f1, ref_ur);
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w4 = sw2(f2, ref_dr);
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}
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vec3 colorl = w1*ul + w2*dl;
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vec3 colorr = w3*ur + w4*dr;
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color = w*(colorr*lx + colorl*rx);
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color = min(color,1.0);
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vec3 ctemp = w*(cr*lx + cl*rx);
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cl*=cl*cl; cl*=cl; cr*=cr*cr; cr*=cr;
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vec3 sctemp = w*(cr*lx + cl*rx); sctemp = pow(sctemp, vec3(1.0/6.0));
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float mx1 = max(max(color.r,color.g),color.b);
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float sp = (stype == 1.0) ? (0.5*saturation1) : saturation1;
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vec3 saturated_color = max((1.0+sp)*color - 0.5*sp*(color+mx1), 0.0);
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color = mix(saturated_color, color, f3);
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vec3 scan3 = vec3(0.0);
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float spos = floor((gl_FragCoord.x * 1.000001)/masksize); float spos1 = 0.0;
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vec3 tmp1 = 0.5*(sqrt(ctemp) + sctemp);
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color*=mix(brightboost1, brightboost2, max(max(ctemp.r,ctemp.g),ctemp.b));
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color = min(color,1.0);
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float mboost = 1.25;
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if (mask == 0.0)
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{
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spos1 = fract(spos*0.5);
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if (spos1 < 0.5) scan3.rb = color.rb;
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else scan3.g = color.g;
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}
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else
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if (mask == 1.0)
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{
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spos1 = fract(spos*0.5);
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if (spos1 < 0.5) scan3.rg = color.rg;
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else scan3.b = color.b;
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}
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else
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if (mask == 2.0)
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{
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mboost = 1.0;
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spos1 = fract(spos/3.0);
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if (spos1 < 0.333) scan3.r = color.r;
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else if (spos1 < 0.666) scan3.g = color.g;
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else scan3.b = color.b;
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}
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else
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if (mask == 3.0)
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{
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spos1 = fract(spos*0.25);
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if (spos1 < 0.25) scan3.r = color.r;
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else if (spos1 < 0.50) scan3.rg = color.rg;
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else if (spos1 < 0.75) scan3.gb = color.gb;
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else scan3.b = color.b;
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}
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else
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{
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spos1 = fract(spos*0.25);
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if (spos1 < 0.25) scan3.r = color.r;
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else if (spos1 < 0.50) scan3.rb = color.rb;
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else if (spos1 < 0.75) scan3.gb = color.gb;
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else scan3.g = color.g;
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}
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vec3 lerpmask = tmp1;
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if (maskmode == 1.0) lerpmask = vec3(max(max(tmp1.r,tmp1.g),tmp1.b)); else
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if (maskmode == 2.0) lerpmask = color;
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color = max(mix( mix(color, mboost*scan3, maskdark), mix(color, scan3, maskbright), lerpmask), 0.0);
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vec3 color1 = pow(color, vec3(1.0/2.1));
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if (stype != 1.0)
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{
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vec3 color2 = pow(color, vec3(1.0/gamma_out));
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mx1 = max(max(color1.r,color1.g),color1.b) + 1e-12;
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float mx2 = max(max(color2.r,color2.g),color2.b);
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color1*=mx2/mx1;
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}
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FragColor = vec4(color1, 1.0);
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}
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