mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
c10a40e656
* update shaders that use Original to use a reference pass instead for append/prepend readiness * remove some extraneous files * fix super-xbr preset that was already broken apparently
304 lines
10 KiB
Plaintext
304 lines
10 KiB
Plaintext
#version 450
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// vt220
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// by sprash3
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// https://www.shadertoy.com/view/XdtfzX
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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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#pragma parameter curvature "Curve Radius" 3.0 0.0 10.0 0.1
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#pragma parameter width "Width" 1.0 0.0 2.0 0.01
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#pragma parameter height "Height" 1.12 0.0 2.0 0.01
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#pragma parameter smoothness "Border Blur" 1.0 0.0 10.0 0.1
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#pragma parameter shine "Screen Reflection" 1.0 0.0 10.0 0.1
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#pragma parameter blur_size "Reflection Blur" 3.0 0.0 5.0 0.05
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#pragma parameter dimmer "Ambient Brightness" 0.5 0.0 1.0 0.05
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#pragma parameter csize "Corner size" 0.045 0.0 0.07 0.01
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#pragma parameter mask "Mask Type" 2.0 0.0 19.0 1.0
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#pragma parameter mask_strength "Mask Strength" 0.5 0.0 1.0 0.05
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#pragma parameter zoom "Viewing Distance" 0.85 0.0 2.0 0.01
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#pragma parameter SCANLINE_SINE_COMP_B "Scanline Darkness" 0.15 0.0 1.0 0.05
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#pragma parameter ntsc_toggle "NTSC Toggle" 0.0 0.0 1.0 1.0
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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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float ntsc_toggle, curvature, width, height, smoothness, shine, blur_size, dimmer, csize, mask, zoom, mask_strength, SCANLINE_BASE_BRIGHTNESS, SCANLINE_SINE_COMP_A, SCANLINE_SINE_COMP_B;
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} global;
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#define SCANLINE_SINE_COMP_B global.SCANLINE_SINE_COMP_B
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int mask_picker = int(global.mask);
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vec2 omega = vec2(3.141592654 * params.OutputSize.x, 2.0 * 3.141592654 * params.SourceSize.y);
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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.xy;
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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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layout(set = 0, binding = 3) uniform sampler2D vt220_refpass;
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#define iTime (float(params.FrameCount) / 60.0)
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const vec3 iMouse = vec3(0.0);
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#define iResolution params.OutputSize.xy
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//#define LIGHTS_ON true
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//#define LIGHTS_ON false
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//#define LIGHTS_ON sin(fract(iTime/23.)+2.74) + 0.1*abs(sin(iTime*1000.)) <.0
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#define WIDTH 0.48 * global.width
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#define HEIGHT 0.3 * global.height
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#define CURVE global.curvature
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#define SMOOTH 0.004 * global.smoothness
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#define SHINE 0.66 * global.shine
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#define PHOSPHOR_COL vec4(0.75, 0.75, 0.75, 0.0)
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#define BEZEL_COL vec4(0.8, 0.8, 0.6, 0.0)
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#define REFLECTION_BLUR_ITERATIONS 5
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#define REFLECTION_BLUR_SIZE 0.04 * global.blur_size
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#include "../../../include/subpixel_masks.h"
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vec3 scanline(vec3 res, vec2 coord)
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{
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vec2 sine_comp = vec2(0.0, SCANLINE_SINE_COMP_B);
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vec3 scanline = res * ((1.0 - SCANLINE_SINE_COMP_B/3.) + dot(sine_comp * sin(coord * omega), vec2(1.0, 1.0)));
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return vec3(scanline.x, scanline.y, scanline.z);
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}
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float roundSquare(vec2 p, vec2 b, float r)
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{
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return length(max(abs(p)-b,0.0))-r;
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}
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float rand(vec2 co){
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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vec2 CurvedSurface(vec2 uv, float r)
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{
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return r * uv/sqrt(r * r - dot(uv, uv));
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}
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float corner(vec2 coord)
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{
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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, params.OutputSize.y/params.OutputSize.x);
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vec2 cdist = vec2(max(global.csize, max((1.0-smoothstep(100.0,600.0,800.0))*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)*800.0,0.0, 1.0);
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}
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// Coordinates for content
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vec2 crtCurvA(vec2 uv)
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{
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float r = CURVE;
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if (iMouse.z > 0.) r *= exp(0.5 - iMouse.y/iResolution.y);
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uv = (uv / iResolution.xy - 0.5) / vec2(iResolution.y/iResolution.x, 1.) * 1.88 * global.zoom;
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uv = CurvedSurface(uv, r);
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uv *= 0.5 / vec2(WIDTH, HEIGHT);
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uv *= vec2(0.985,0.95);
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uv = (uv / 2.0) + 0.5;
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if (iMouse.z > 0.) uv.x -= iMouse.x/iResolution.x - 0.5;
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return uv;
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}
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// Coordinates for the rest
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vec2 crtCurvB(vec2 uv, float r)
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{
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r = CURVE * r;
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if (iMouse.z > 0.) r *= exp(0.5-iMouse.y/iResolution.y);
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uv = (uv / iResolution.xy - 0.5) / vec2(iResolution.y/iResolution.x, 1.) * 2.0 * global.zoom;
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uv = CurvedSurface(uv, r);
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uv = (uv / 2.0) + 0.5;
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if (iMouse.z > 0.) uv.x -= iMouse.x/iResolution.x - 0.5;
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return uv;
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}
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// Coordinates for the shine
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vec2 crtCurvS(vec2 uv, float r)
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{
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r = CURVE * r;
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if (iMouse.z > 0.) r *= exp(0.5-iMouse.y/iResolution.y);
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uv = (uv / iResolution.xy - 0.5) / vec2(iResolution.y/iResolution.x, 1.) * 2.0 * global.zoom;
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uv = CurvedSurface(uv, r);
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uv = (uv / 2.0) + 0.5;
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return uv;
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}
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// standard roundSquare
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float stdRS(vec2 uv, float r)
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{
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return roundSquare(uv - 0.5, vec2(WIDTH, HEIGHT) + r, 0.05);
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}
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// Calculate normal to distance function and move along
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// normal with distance to get point of reflection
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vec2 borderReflect(vec2 p, float r)
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{
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float eps = 0.0001;
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vec2 epsx = vec2(eps,0.0);
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vec2 epsy = vec2(0.0,eps);
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vec2 b = (1.+vec2(r,r))* 0.5;
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r /= 3.0;
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p -= 0.5;
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vec2 normal = vec2(roundSquare(p-epsx,b,r)-roundSquare(p+epsx,b,r),
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roundSquare(p-epsy,b,r)-roundSquare(p+epsy,b,r))/eps;
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float d = roundSquare(p, b, r);
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p += 0.5;
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p = vec2(1.-p.x,p.y);
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return p + d*normal;
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}
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vec2 getCurves(in vec2 coord, out vec2 uvC, out vec2 uvS, out vec2 uvE)
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{
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uvC = crtCurvA(coord); // Content Layer
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uvS = crtCurvB(coord, 1.); // Screen Layer
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uvE = crtCurvB(coord, 1.25); // Enclosure Layer
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return uvC;
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}
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vec4 bezelGen(sampler2D iChannel0, vec2 fragCoord, vec4 image)
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{
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vec4 c = vec4(0.0, 0.0, 0.0, 0.0);
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// curvature needs to be applied to host shader
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vec2 uvC, uvS, uvE;
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uvC = getCurves(fragCoord, uvC, uvS, uvE);
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// end curvature
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vec4 c1 = vec4(0.0); vec4 c2 = vec4(0.0);
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// if (LIGHTS_ON) {
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// From my shader https://www.shadertoy.com/view/MtBXW3
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float ambient = 0.1;
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// Glass Shine
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vec2 uvSh = crtCurvS(fragCoord, 1.);
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c1 += max(0.0, SHINE - distance(uvSh, vec2(0.5, 1.0))) *
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smoothstep(SMOOTH/2.0, -SMOOTH/2.0, stdRS(uvS + vec2(0., 0.03), 0.0));
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// Ambient
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c1 += max(0.0, ambient - 0.5*distance(uvS, vec2(0.5,0.5))) *
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smoothstep(SMOOTH, -SMOOTH, stdRS(uvS, 0.0));
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// Enclosure Layer
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uvSh = crtCurvS(fragCoord, 1.25);
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vec4 b = vec4(0., 0., 0., 0.);
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for(int i=0; i<12; i++)
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b += (clamp(BEZEL_COL + rand(uvSh+float(i))*0.05-0.025, 0., 1.) +
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rand(uvE+1.0+float(i))*0.25 * cos((uvSh.x-0.5)*3.1415*1.5))/12.;
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// Inner Border
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const float HHW = 0.5 * HEIGHT/WIDTH;
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c1 += b/3.*( 1. + smoothstep(HHW - 0.025, HHW + 0.025, abs(atan(uvS.x-0.5, uvS.y-0.5))/3.1415)
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+ smoothstep(HHW + 0.025, HHW - 0.025, abs(atan(uvS.x-0.5, 0.5-uvS.y))/3.1415) )*
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smoothstep(-SMOOTH, SMOOTH, stdRS(uvS, 0.0)) *
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smoothstep(SMOOTH, -SMOOTH, stdRS(uvE, 0.05));
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// Inner Border Shine
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c1 += (b - 0.4)*
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smoothstep(-SMOOTH*2.0, SMOOTH*2.0, roundSquare(uvE-vec2(0.5, 0.505), vec2(WIDTH, HEIGHT) + 0.05, 0.05)) *
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smoothstep(SMOOTH*2.0, -SMOOTH*2.0, roundSquare(uvE-vec2(0.5, 0.495), vec2(WIDTH, HEIGHT) + 0.05, 0.05));
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// Outer Border
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c1 += b *
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smoothstep(-SMOOTH, SMOOTH, roundSquare(uvE-vec2(0.5, 0.5), vec2(WIDTH, HEIGHT) + 0.05, 0.05)) *
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smoothstep(SMOOTH, -SMOOTH, roundSquare(uvE-vec2(0.5, 0.5), vec2(WIDTH, HEIGHT) + 0.15, 0.05));
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// Outer Border Shine
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c1 += (b - 0.4)*
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smoothstep(-SMOOTH*2.0, SMOOTH*2.0, roundSquare(uvE-vec2(0.5, 0.495), vec2(WIDTH, HEIGHT) + 0.15, 0.05)) *
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smoothstep(SMOOTH*2.0, -SMOOTH*2.0, roundSquare(uvE-vec2(0.5, 0.505), vec2(WIDTH, HEIGHT) + 0.15, 0.05));
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// Table and room
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c1 += max(0. , (1. - 2.0* fragCoord.y/iResolution.y)) * vec4(1, 1, 1, 0.) *
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smoothstep(-0.25, 0.25, roundSquare(uvC - vec2(0.5, -0.2), vec2(WIDTH+0.25, HEIGHT-0.15), .1)) *
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smoothstep(-SMOOTH*2.0, SMOOTH*2.0, roundSquare(uvE-vec2(0.5, 0.5), vec2(WIDTH, HEIGHT) + 0.15, 0.05));
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// } else {
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// From my shader https://www.shadertoy.com/view/lt2SDK
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ambient = 0.2;
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// Ambient
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c2 += max(0.0, ambient - 0.3*distance(uvS, vec2(0.5,0.5))) *
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smoothstep(SMOOTH, -SMOOTH, stdRS(uvS, 0.0));
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// Inner Border
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c2 += BEZEL_COL * ambient * 0.7 *
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smoothstep(-SMOOTH, SMOOTH, stdRS(uvS, 0.0)) *
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smoothstep(SMOOTH, -SMOOTH, stdRS(uvE, 0.05));
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// Corner
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c2 -= (BEZEL_COL )*
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smoothstep(-SMOOTH*2.0, SMOOTH*10.0, stdRS(uvE, 0.05)) *
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smoothstep(SMOOTH*2.0, -SMOOTH*2.0, stdRS(uvE, 0.05));
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// Outer Border
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c2 += BEZEL_COL * ambient *
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smoothstep(-SMOOTH, SMOOTH, stdRS(uvE, 0.05)) *
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smoothstep(SMOOTH, -SMOOTH, stdRS(uvE, 0.15));
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// Inner Border Reflection
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for(int i = 0; i < REFLECTION_BLUR_ITERATIONS; i++)
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{
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vec2 uvR = borderReflect(uvC + (vec2(rand(uvC+float(i)), rand(uvC+float(i)+0.1))-0.5)*REFLECTION_BLUR_SIZE, 0.05) ;
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c2 += (PHOSPHOR_COL - BEZEL_COL*ambient) * texture(iChannel0, 1.-vec2(uvR.x, uvR.y)) / float(REFLECTION_BLUR_ITERATIONS) *
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smoothstep(-SMOOTH, SMOOTH, stdRS(uvS, 0.0)) *
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smoothstep(SMOOTH, -SMOOTH, stdRS(uvE, 0.05));
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}
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// commenting because mipmaps are a crapshoot with slang; TODO: try again with GLSL
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// // Bloom using composed MipMaps
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// c2 += textureLod(iChannel0, vec2(uvC.x, 1.0-uvC.y), 3.) * smoothstep(0., -SMOOTH*20., stdRS(uvS, -0.02)) * 0.5;
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// c2 += textureLod(iChannel0, vec2(uvC.x, 1.0-uvC.y), 4.) * smoothstep(0., -SMOOTH*20., stdRS(uvS, -0.02)) * 0.5;
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// c2 += textureLod(iChannel0, vec2(uvC.x, 1.0-uvC.y), 5.) * smoothstep(0., -SMOOTH*20., stdRS(uvS, -0.02)) * 0.5;
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// }
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// mix light and dark for variable brightness
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c = mix(c2, c1, global.dimmer);
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if (uvC.x > 0. && uvC.x < 1. && uvC.y > 0. && uvC.y < 1.)
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c += vec4(image);
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return c;
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}
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void main()
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{
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vec2 fragCoord = vec2(vTexCoord.x, 1.0-vTexCoord.y) * params.OutputSize.xy;
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vec2 uvC, uvS, uvE;
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uvC = getCurves(fragCoord, uvC, uvS, uvE);
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vec3 sample_image = (global.ntsc_toggle > 0.5) ? texture(Source, vec2(uvC.x, 1.0-uvC.y)).rgb : texture(vt220_refpass, vec2(uvC.x, 1.0-uvC.y)).rgb;
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vec4 image = vec4(sample_image * corner(uvC) * mask_weights(gl_FragCoord.xy, global.mask_strength, mask_picker), 1.0);
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image.rgb = pow(image.rgb, vec3(2.5/2.2)); //CRT-like gamma correction
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image.rgb = scanline(image.rgb, uvC.xy); //apply scanlines
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FragColor = (global.ntsc_toggle > 0.5) ? bezelGen(Source, fragCoord.xy, image) : bezelGen(vt220_refpass, fragCoord.xy, image); //apply bezel
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}
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