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https://github.com/italicsjenga/slang-shaders.git
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244 lines
11 KiB
Plaintext
Executable file
244 lines
11 KiB
Plaintext
Executable file
#version 450
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///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
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// crt-royale: A full-featured CRT shader, with cheese.
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// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
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//
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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 any later version.
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//
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// This program is distributed in the hope that it will be useful, but WITHOUT
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// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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// more details.
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//
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// You should have received a copy of the GNU General Public License along with
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// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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// Place, Suite 330, Boston, MA 02111-1307 USA
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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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} params;
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////////////////////////////////// INCLUDES //////////////////////////////////
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#include "../../../../include/compat_macros.inc"
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#include "../user-settings.h"
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#include "derived-settings-and-constants.h"
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#include "bind-shader-params.h"
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#include "scanline-functions.h"
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#include "../../../../include/gamma-management.h"
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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 tex_uv;
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layout(location = 1) out vec2 uv_step; // uv size of a texel (x) and scanline (y)
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layout(location = 2) out vec2 il_step_multiple; // (1, 1) = progressive, (1, 2) = interlaced
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layout(location = 3) out float pixel_height_in_scanlines; // Height of an output pixel in scanlines
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void main()
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{
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gl_Position = global.MVP * Position;
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tex_uv = TexCoord * 1.00001;
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// Detect interlacing: il_step_multiple indicates the step multiple between
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// lines: 1 is for progressive sources, and 2 is for interlaced sources.
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float2 video_size_ = IN.video_size.xy;
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const float y_step = 1.0 + float(is_interlaced(video_size_.y));
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il_step_multiple = float2(1.0, y_step);
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// Get the uv tex coords step between one texel (x) and scanline (y):
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uv_step = il_step_multiple / IN.texture_size;
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// If shader parameters are used, {min, max}_{sigma, shape} are runtime
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// values. Compute {sigma, shape}_range outside of scanline_contrib() so
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// they aren't computed once per scanline (6 times per fragment and up to
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// 18 times per vertex):
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// TODO/FIXME: if these aren't used, why are they calculated? commenting for now
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// const floatsigma_range = max(beam_max_sigma, beam_min_sigma) -
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// beam_min_sigma;
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// const float shape_range = max(beam_max_shape, beam_min_shape) -
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// beam_min_shape;
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// We need the pixel height in scanlines for antialiased/integral sampling:
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const float ph = (video_size_.y / IN.output_size.y) /
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il_step_multiple.y;
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pixel_height_in_scanlines = ph;
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}
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#pragma stage fragment
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#pragma format R8G8B8A8_SRGB
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layout(location = 0) in vec2 tex_uv;
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layout(location = 1) in vec2 uv_step; // uv size of a texel (x) and scanline (y)
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layout(location = 2) in vec2 il_step_multiple; // (1, 1) = progressive, (1, 2) = interlaced
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layout(location = 3) in float pixel_height_in_scanlines; // Height of an output pixel in scanlines
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define input_texture Source
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void main()
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{
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// This pass: Sample multiple (misconverged?) scanlines to the final
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// vertical resolution. Temporarily auto-dim the output to avoid clipping.
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// Read some attributes into local variables:
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float2 texture_size_ = IN.texture_size;
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float2 texture_size_inv = 1.0/texture_size_;
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//const float2 uv_step = uv_step;
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//const float2 il_step_multiple = il_step_multiple;
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float frame_count = float(IN.frame_count);
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const float ph = pixel_height_in_scanlines;
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// Get the uv coords of the previous scanline (in this field), and the
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// scanline's distance from this sample, in scanlines.
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float dist;
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const float2 scanline_uv = get_last_scanline_uv(tex_uv, texture_size_,
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texture_size_inv, il_step_multiple, frame_count, dist);
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// Consider 2, 3, 4, or 6 scanlines numbered 0-5: The previous and next
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// scanlines are numbered 2 and 3. Get scanline colors colors (ignore
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// horizontal sampling, since since IN.output_size.x = video_size.x).
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// NOTE: Anisotropic filtering creates interlacing artifacts, which is why
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// ORIG_LINEARIZED bobbed any interlaced input before this pass.
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const float2 v_step = float2(0.0, uv_step.y);
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const float3 scanline2_color = tex2D_linearize(input_texture, scanline_uv).rgb;
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const float3 scanline3_color =
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tex2D_linearize(input_texture, scanline_uv + v_step).rgb;
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float3 scanline0_color, scanline1_color, scanline4_color, scanline5_color,
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scanline_outside_color;
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float dist_round;
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// Use scanlines 0, 1, 4, and 5 for a total of 6 scanlines:
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if(beam_num_scanlines > 5.5)
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{
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scanline1_color =
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tex2D_linearize(input_texture, scanline_uv - v_step).rgb;
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scanline4_color =
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tex2D_linearize(input_texture, scanline_uv + 2.0 * v_step).rgb;
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scanline0_color =
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tex2D_linearize(input_texture, scanline_uv - 2.0 * v_step).rgb;
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scanline5_color =
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tex2D_linearize(input_texture, scanline_uv + 3.0 * v_step).rgb;
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}
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// Use scanlines 1, 4, and either 0 or 5 for a total of 5 scanlines:
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else if(beam_num_scanlines > 4.5)
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{
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scanline1_color =
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tex2D_linearize(input_texture, scanline_uv - v_step).rgb;
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scanline4_color =
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tex2D_linearize(input_texture, scanline_uv + 2.0 * v_step).rgb;
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// dist is in [0, 1]
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dist_round = round(dist);
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const float2 sample_0_or_5_uv_off =
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lerp(-2.0 * v_step, 3.0 * v_step, dist_round);
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// Call this "scanline_outside_color" to cope with the conditional
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// scanline number:
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scanline_outside_color = tex2D_linearize(
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input_texture, scanline_uv + sample_0_or_5_uv_off).rgb;
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}
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// Use scanlines 1 and 4 for a total of 4 scanlines:
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else if(beam_num_scanlines > 3.5)
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{
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scanline1_color =
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tex2D_linearize(input_texture, scanline_uv - v_step).rgb;
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scanline4_color =
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tex2D_linearize(input_texture, scanline_uv + 2.0 * v_step).rgb;
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}
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// Use scanline 1 or 4 for a total of 3 scanlines:
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else if(beam_num_scanlines > 2.5)
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{
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// dist is in [0, 1]
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dist_round = round(dist);
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const float2 sample_1or4_uv_off =
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lerp(-v_step, 2.0 * v_step, dist_round);
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scanline_outside_color = tex2D_linearize(
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input_texture, scanline_uv + sample_1or4_uv_off).rgb;
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}
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// Compute scanline contributions, accounting for vertical convergence.
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// Vertical convergence offsets are in units of current-field scanlines.
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// dist2 means "positive sample distance from scanline 2, in scanlines:"
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float3 dist2 = float3(dist);
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if(beam_misconvergence)
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{
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const float3 convergence_offsets_vert_rgb =
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get_convergence_offsets_y_vector();
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dist2 = float3(dist) - convergence_offsets_vert_rgb;
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}
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// Calculate {sigma, shape}_range outside of scanline_contrib so it's only
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// done once per pixel (not 6 times) with runtime params. Don't reuse the
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// vertex shader calculations, so static versions can be constant-folded.
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const float sigma_range = max(beam_max_sigma, beam_min_sigma) -
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beam_min_sigma;
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const float shape_range = max(beam_max_shape, beam_min_shape) -
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beam_min_shape;
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// Calculate and sum final scanline contributions, starting with lines 2/3.
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// There is no normalization step, because we're not interpolating a
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// continuous signal. Instead, each scanline is an additive light source.
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const float3 scanline2_contrib = scanline_contrib(dist2,
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scanline2_color, ph, sigma_range, shape_range);
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const float3 scanline3_contrib = scanline_contrib(abs(float3(1.0,1.0,1.0) - dist2),
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scanline3_color, ph, sigma_range, shape_range);
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float3 scanline_intensity = scanline2_contrib + scanline3_contrib;
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if(beam_num_scanlines > 5.5)
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{
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const float3 scanline0_contrib =
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scanline_contrib(dist2 + float3(2.0,2.0,2.0), scanline0_color,
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ph, sigma_range, shape_range);
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const float3 scanline1_contrib =
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scanline_contrib(dist2 + float3(1.0,1.0,1.0), scanline1_color,
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ph, sigma_range, shape_range);
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const float3 scanline4_contrib =
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scanline_contrib(abs(float3(2.0,2.0,2.0) - dist2), scanline4_color,
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ph, sigma_range, shape_range);
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const float3 scanline5_contrib =
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scanline_contrib(abs(float3(3.0) - dist2), scanline5_color,
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ph, sigma_range, shape_range);
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scanline_intensity += scanline0_contrib + scanline1_contrib +
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scanline4_contrib + scanline5_contrib;
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}
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else if(beam_num_scanlines > 4.5)
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{
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const float3 scanline1_contrib =
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scanline_contrib(dist2 + float3(1.0,1.0,1.0), scanline1_color,
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ph, sigma_range, shape_range);
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const float3 scanline4_contrib =
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scanline_contrib(abs(float3(2.0,2.0,2.0) - dist2), scanline4_color,
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ph, sigma_range, shape_range);
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const float3 dist0or5 = lerp(
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dist2 + float3(2.0,2.0,2.0), float3(3.0,3.0,3.0) - dist2, dist_round);
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const float3 scanline0or5_contrib = scanline_contrib(
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dist0or5, scanline_outside_color, ph, sigma_range, shape_range);
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scanline_intensity += scanline1_contrib + scanline4_contrib +
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scanline0or5_contrib;
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}
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else if(beam_num_scanlines > 3.5)
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{
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const float3 scanline1_contrib =
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scanline_contrib(dist2 + float3(1.0,1.0,1.0), scanline1_color,
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ph, sigma_range, shape_range);
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const float3 scanline4_contrib =
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scanline_contrib(abs(float3(2.0,2.0,2.0) - dist2), scanline4_color,
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ph, sigma_range, shape_range);
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scanline_intensity += scanline1_contrib + scanline4_contrib;
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}
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else if(beam_num_scanlines > 2.5)
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{
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const float3 dist1or4 = lerp(
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dist2 + float3(1.0,1.0,1.0), float3(2.0,2.0,2.0) - dist2, dist_round);
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const float3 scanline1or4_contrib = scanline_contrib(
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dist1or4, scanline_outside_color, ph, sigma_range, shape_range);
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scanline_intensity += scanline1or4_contrib;
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}
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// Auto-dim the image to avoid clipping, encode if necessary, and output.
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// My original idea was to compute a minimal auto-dim factor and put it in
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// the alpha channel, but it wasn't working, at least not reliably. This
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// is faster anyway, levels_autodim_temp = 0.5 isn't causing banding.
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FragColor = encode_output(float4(scanline_intensity * levels_autodim_temp, 1.0));
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}
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