mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
553 lines
26 KiB
Plaintext
553 lines
26 KiB
Plaintext
#version 450
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/*
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A shader that tries to emulate a sony PVM type aperture grille screen but with full brightness.
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The novel thing about this shader is that it relies on the HDR shaders to brighten up the image so that when
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we apply this shader which emulates the apperture grille the resulting screen isn't left too dark.
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I think you need at least a DisplayHDR 600 monitor but to get close to CRT levels of brightness I think DisplayHDR 1000.
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Please Enable HDR in RetroArch 1.10+
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NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
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For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor.
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Also try to use a integer scaling - its just better - overscaling is fine.
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This shader doesn't do any geometry warping or bouncing of light around inside the screen etc - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them
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Dont use this shader directly - use the hdr\crt-make-model-hdr.slangp where make and model are the make and model of the CRT you want.
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THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - RGB QD-OLED or LCD (and variants thereof screens are fine)
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*/
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#pragma format A2B10G10R10_UNORM_PACK32
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layout(push_constant) uniform Push
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{
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// User Settings
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float hcrt_hdr;
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float hcrt_colour_space;
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float hcrt_max_nits;
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float hcrt_paper_white_nits;
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float hcrt_expand_gamut;
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float hcrt_gamma_out;
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float hcrt_lcd_resolution;
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float hcrt_lcd_subpixel;
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float hcrt_red_vertical_convergence;
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float hcrt_green_vertical_convergence;
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float hcrt_blue_vertical_convergence;
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float hcrt_red_horizontal_convergence;
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float hcrt_green_horizontal_convergence;
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float hcrt_blue_horizontal_convergence;
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// Developer Settings
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float hcrt_crt_screen_type;
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float hcrt_crt_resolution;
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// Vertical Settings
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float hcrt_red_scanline_min;
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float hcrt_red_scanline_max;
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float hcrt_red_scanline_attack;
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float hcrt_green_scanline_min;
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float hcrt_green_scanline_max;
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float hcrt_green_scanline_attack;
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float hcrt_blue_scanline_min;
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float hcrt_blue_scanline_max;
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float hcrt_blue_scanline_attack;
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// Horizontal Settings
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float hcrt_red_beam_sharpness;
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float hcrt_red_beam_attack;
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float hcrt_green_beam_sharpness;
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float hcrt_green_beam_attack;
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float hcrt_blue_beam_sharpness;
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float hcrt_blue_beam_attack;
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} params;
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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 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float hcrt_h_size;
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float hcrt_v_size;
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float hcrt_h_cent;
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float hcrt_v_cent;
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float hcrt_pin_phase;
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float hcrt_pin_amp;
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} global;
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#include "include/parameters.h"
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#define HCRT_HDR params.hcrt_hdr
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#define HCRT_OUTPUT_COLOUR_SPACE params.hcrt_colour_space
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#define HCRT_MAX_NITS params.hcrt_max_nits
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#define HCRT_PAPER_WHITE_NITS params.hcrt_paper_white_nits
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#define HCRT_EXPAND_GAMUT params.hcrt_expand_gamut
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#define HCRT_GAMMA_OUT params.hcrt_gamma_out
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#define HCRT_LCD_RESOLUTION params.hcrt_lcd_resolution
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#define HCRT_LCD_SUBPIXEL params.hcrt_lcd_subpixel
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#define HCRT_RED_VERTICAL_CONVERGENCE params.hcrt_red_vertical_convergence
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#define HCRT_GREEN_VERTICAL_CONVERGENCE params.hcrt_green_vertical_convergence
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#define HCRT_BLUE_VERTICAL_CONVERGENCE params.hcrt_blue_vertical_convergence
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#define HCRT_RED_HORIZONTAL_CONVERGENCE params.hcrt_red_horizontal_convergence
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#define HCRT_GREEN_HORIZONTAL_CONVERGENCE params.hcrt_green_horizontal_convergence
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#define HCRT_BLUE_HORIZONTAL_CONVERGENCE params.hcrt_blue_horizontal_convergence
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#define HCRT_CRT_SCREEN_TYPE params.hcrt_crt_screen_type
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#define HCRT_CRT_RESOLUTION params.hcrt_crt_resolution
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#define HCRT_RED_SCANLINE_MIN params.hcrt_red_scanline_min
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#define HCRT_RED_SCANLINE_MAX params.hcrt_red_scanline_max
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#define HCRT_RED_SCANLINE_ATTACK params.hcrt_red_scanline_attack
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#define HCRT_GREEN_SCANLINE_MIN params.hcrt_green_scanline_min
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#define HCRT_GREEN_SCANLINE_MAX params.hcrt_green_scanline_max
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#define HCRT_GREEN_SCANLINE_ATTACK params.hcrt_green_scanline_attack
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#define HCRT_BLUE_SCANLINE_MIN params.hcrt_blue_scanline_min
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#define HCRT_BLUE_SCANLINE_MAX params.hcrt_blue_scanline_max
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#define HCRT_BLUE_SCANLINE_ATTACK params.hcrt_blue_scanline_attack
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#define HCRT_RED_BEAM_SHARPNESS params.hcrt_red_beam_sharpness
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#define HCRT_RED_BEAM_ATTACK params.hcrt_red_beam_attack
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#define HCRT_GREEN_BEAM_SHARPNESS params.hcrt_green_beam_sharpness
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#define HCRT_GREEN_BEAM_ATTACK params.hcrt_green_beam_attack
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#define HCRT_BLUE_BEAM_SHARPNESS params.hcrt_blue_beam_sharpness
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#define HCRT_BLUE_BEAM_ATTACK params.hcrt_blue_beam_attack
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#define HCRT_H_SIZE global.hcrt_h_size
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#define HCRT_V_SIZE global.hcrt_v_size
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#define HCRT_H_CENT global.hcrt_h_cent
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#define HCRT_V_CENT global.hcrt_v_cent
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#define HCRT_PIN_PHASE global.hcrt_pin_phase
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#define HCRT_PIN_AMP global.hcrt_pin_amp
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#define COMPAT_TEXTURE(c, d) texture(c, d)
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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 * vec2(1.00001); // To resolve rounding issues when sampling
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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 SourceSDR;
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layout(set = 0, binding = 3) uniform sampler2D SourceHDR;
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#define kChannelMask 3
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#define kFirstChannelShift 2
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#define kSecondChannelShift 4
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#define kThirdChannelShift 6
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#define kRedId 0
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#define kGreenId 1
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#define kBlueId 2
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#define kRed (1 | (kRedId << kFirstChannelShift))
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#define kGreen (1 | (kGreenId << kFirstChannelShift))
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#define kBlue (1 | (kBlueId << kFirstChannelShift))
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#define kMagenta (2 | (kRedId << kFirstChannelShift) | (kBlueId << kSecondChannelShift))
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#define kYellow (2 | (kRedId << kFirstChannelShift) | (kGreenId << kSecondChannelShift))
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#define kCyan (2 | (kGreenId << kFirstChannelShift) | (kBlueId << kSecondChannelShift))
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#define kWhite (3 | (kRedId << kFirstChannelShift) | (kGreenId << kSecondChannelShift) | (kBlueId << kThirdChannelShift))
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#define kBlack 0
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#define kRedChannel vec3(1.0, 0.0, 0.0)
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#define kGreenChannel vec3(0.0, 1.0, 0.0)
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#define kBlueChannel vec3(0.0, 0.0, 1.0)
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const vec3 kColourMask[3] = { kRedChannel, kGreenChannel, kBlueChannel };
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#define kApertureGrille 0
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#define kShadowMask 1
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#define kSlotMask 2
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#define kBlackWhiteMask 3
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#define kBGRAxis 2
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#define kTVLAxis 4
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#define kResolutionAxis 2
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// APERTURE GRILLE MASKS
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#define kMaxApertureGrilleSize 7
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#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kBGR { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack }
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#define kRGB { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack }
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#define kRGBX { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack }
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#define kBGRX { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack }
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#define kRYCBX { kRed, kYellow, kCyan, kBlue, kBlack, kBlack, kBlack }
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#define kBCYRX { kBlue, kCyan, kYellow, kRed, kBlack, kBlack, kBlack }
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#define kRRGGBBX { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack }
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#define kBBGGRRX { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack }
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const float kApertureGrilleMaskSize[kResolutionAxis][kTVLAxis] = { { 7.0f, 4.0f, 3.0f, 2.0f }, { 7.0f, 7.0f, 5.0f, 4.0f } }; //4K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL 8K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL
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const uint kApertureGrilleMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxApertureGrilleSize] = {
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{ // 4K
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{ kRRGGBBX, kBBGGRRX }, // 300 TVL
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{ kRGBX, kBGRX }, // 600 TVL
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{ kBGR, kRGB }, // 800 TVL
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{ kMG, kGM } // 1000 TVL
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},
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{ // 8K
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{ kRRGGBBX, kBBGGRRX }, // 300 TVL
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{ kRRGGBBX, kBBGGRRX }, // 600 TVL
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{ kRYCBX, kRYCBX }, // 800 TVL
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{ kRGBX, kBGRX } // 1000 TVL
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}
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};
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#undef kXXXX
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#undef kMG
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#undef kGM
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#undef kBGR
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#undef kRGB
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#undef kRGBX
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#undef kBGRX
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#undef kRYCBX
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#undef kBCYRX
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#undef kRRGGBBX
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#undef kBBGGRRX
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// SHADOW MASKS
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#define kMaxShadowMaskSizeX 12
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#define kMaxShadowMaskSizeY 8
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#define kXXXX { kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGRRBBG { kGreen, kRed, kRed, kBlue, kBlue, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kBBGGRR { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGBBRRG { kGreen, kBlue, kBlue, kRed, kRed, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRRGGBB { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGGRRRRBBBBGG { kGreen, kGreen, kRed, kRed, kRed, kRed, kBlue, kBlue, kBlue, kBlue, kGreen, kGreen }
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#define kBBBBGGGGRRRR { kBlue, kBlue, kBlue, kBlue, kGreen, kGreen, kGreen, kGreen, kRed, kRed, kRed, kRed }
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#define kGGBBBBRRRRGG { kGreen, kGreen, kBlue, kBlue, kBlue, kBlue, kRed, kRed, kRed, kRed, kGreen, kGreen }
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#define kRRRRGGGGBBBB { kRed, kRed, kRed, kRed, kGreen, kGreen, kGreen, kGreen, kBlue, kBlue, kBlue, kBlue }
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#define kMG_GM { kMG, kGM, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
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#define kGM_MG { kGM, kMG, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
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#define kGRRBBG_GRRBBG_BBGGRR_BBGGRR { kGRRBBG, kGRRBBG, kBBGGRR, kBBGGRR, kXXXX, kXXXX, kXXXX, kXXXX }
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#define kGBBRRG_GBBRRG_RRGGBB_RRGGBB { kGBBRRG, kGBBRRG, kRRGGBB, kRRGGBB, kXXXX, kXXXX, kXXXX, kXXXX }
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#define kGGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR { kGGRRRRBBBBGG, kGGRRRRBBBBGG, kGGRRRRBBBBGG, kGGRRRRBBBBGG, kBBBBGGGGRRRR, kBBBBGGGGRRRR, kBBBBGGGGRRRR, kBBBBGGGGRRRR }
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#define kGGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB { kGGBBBBRRRRGG, kGGBBBBRRRRGG, kGGBBBBRRRRGG, kGGBBBBRRRRGG, kRRRRGGGGBBBB, kRRRRGGGGBBBB, kRRRRGGGGBBBB, kRRRRGGGGBBBB }
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const float kShadowMaskSizeX[kResolutionAxis][kTVLAxis] = { { 12.0f, 6.0f, 2.0f, 2.0f }, { 12.0f, 12.0f, 6.0f, 6.0f } };
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const float kShadowMaskSizeY[kResolutionAxis][kTVLAxis] = { { 8.0f, 4.0f, 2.0f, 2.0f }, { 8.0f, 8.0f, 4.0f, 4.0f } };
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const uint kShadowMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxShadowMaskSizeY][kMaxShadowMaskSizeX] = {
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{ // 4K
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{ kGGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR,
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kGGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB }, // 300 TVL
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{ kGRRBBG_GRRBBG_BBGGRR_BBGGRR, kGBBRRG_GBBRRG_RRGGBB_RRGGBB }, // 600 TVL
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{ kMG_GM, kGM_MG }, // 800 TVL
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{ kMG_GM, kGM_MG } // 1000 TVL
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},
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{ // 8K
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{ kGGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR,
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kGGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB }, // 300 TVL
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{ kGGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR,
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kGGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB }, // 600 TVL
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{ kGRRBBG_GRRBBG_BBGGRR_BBGGRR, kGBBRRG_GBBRRG_RRGGBB_RRGGBB }, // 800 TVL
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{ kGRRBBG_GRRBBG_BBGGRR_BBGGRR, kGBBRRG_GBBRRG_RRGGBB_RRGGBB } // 1000 TVL
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}
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};
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#undef kXXXX
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#undef kMG
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#undef kGM
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#undef kBGR
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#undef kRGB
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#undef kRGBX
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#undef kBGRX
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#undef kRYCBX
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#undef kBCYRX
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#undef kRRGGBBX
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#undef kBBGGRRX
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// SLOT MASKS
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#define kMaxSlotMaskSize 8
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#define kMaxSlotSizeX 2
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#define kMaxSlotSizeY 6
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#define kXXXX { kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kBGR { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRGB { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRGBX { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kBGRX { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRYCBX { kRed, kYellow, kCyan, kBlue, kBlack, kBlack, kBlack, kBlack }
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#define kBCYRX { kBlue, kCyan, kYellow, kRed, kBlack, kBlack, kBlack, kBlack }
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#define kRRGGBBX { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack, kBlack }
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#define kBBGGRRX { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack, kBlack }
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#define kMGMG_MGXX_MGMG_XXMG { { kMG, kMG }, { kMG, kXXXX }, { kMG, kMG }, { kXXXX, kMG }, { kXXXX, kXXXX }, { kXXXX, kXXXX } }
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#define kGMGM_GMXX_GMGM_XXGM { { kGM, kGM }, { kGM, kXXXX }, { kGM, kGM }, { kXXXX, kGM }, { kXXXX, kXXXX }, { kXXXX, kXXXX } }
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#define kBGRBGR_BGRXXX_BGRBGR_XXXBGR { { kBGR, kBGR }, { kBGR, kXXXX }, { kBGR, kBGR }, { kXXXX, kBGR }, { kXXXX, kXXXX }, { kXXXX, kXXXX } }
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#define kRGBRGB_RGBXXX_RGBRGB_XXXRGB { { kRGB, kRGB }, { kRGB, kXXXX }, { kRGB, kRGB }, { kXXXX, kRGB }, { kXXXX, kXXXX }, { kXXXX, kXXXX } }
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#define kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX { { kRGBX, kRGBX }, { kRGBX, kXXXX }, { kRGBX, kRGBX }, { kXXXX, kRGBX }, { kXXXX, kXXXX }, { kXXXX, kXXXX } }
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#define kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX { { kBGRX, kBGRX }, { kBGRX, kXXXX }, { kBGRX, kBGRX }, { kXXXX, kBGRX }, { kXXXX, kXXXX }, { kXXXX, kXXXX } }
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#define kRYCBXRYCBX_RYCBXXXXX_RYCBXRYCBX_XXXXRYCBX { { kRYCBX, kRYCBX }, { kRYCBX, kXXXX }, { kRYCBX, kRYCBX }, { kXXXX, kRYCBX }, { kXXXX, kXXXX }, { kXXXX, kXXXX } }
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#define kBCYRXBCYRX_BCYRXXXXX_BCYRXBCYRX_XXXXBCYRX { { kBCYRX, kBCYRX }, { kBCYRX, kXXXX }, { kBCYRX, kBCYRX }, { kXXXX, kBCYRX }, { kXXXX, kXXXX }, { kXXXX, kXXXX } }
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#define kRRGGBBXRRGGBBX_RRGGBBXRRGGBBX_RRGGBBXXXXX_RRGGBBXRRGGBBX_RRGGBBXRRGGBBX_XXXXRRGGBBX { { kRRGGBBX, kRRGGBBX }, { kRRGGBBX, kRRGGBBX }, { kRRGGBBX, kXXXX }, { kRRGGBBX, kRRGGBBX }, { kRRGGBBX, kRRGGBBX }, { kXXXX, kRRGGBBX } }
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#define kBBGGRRXBBGGRRX_BBGGRRXBBGGRRX_BBGGRRXXXXX_BBGGRRXBBGGRRX_BBGGRRXBBGGRRX_XXXXBBGGRRX { { kBBGGRRX, kBBGGRRX }, { kBBGGRRX, kBBGGRRX }, { kBBGGRRX, kXXXX }, { kBBGGRRX, kBBGGRRX }, { kBBGGRRX, kBBGGRRX }, { kXXXX, kBBGGRRX } }
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const float kSlotMaskSizeX[kResolutionAxis][kTVLAxis] = { { 7.0f, 4.0f, 3.0f, 2.0f }, { 7.0f, 7.0f, 5.0f, 4.0f } }; //4K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL 8K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL
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const float kSlotMaskSizeY[kResolutionAxis][kTVLAxis] = { { 6.0f, 4.0f, 4.0f, 4.0f }, { 6.0f, 6.0f, 4.0f, 4.0f } }; //4K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL 8K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL
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const uint kSlotMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxSlotSizeY][kMaxSlotSizeX][kMaxSlotMaskSize] = {
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{ // 4K
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{ kRRGGBBXRRGGBBX_RRGGBBXRRGGBBX_RRGGBBXXXXX_RRGGBBXRRGGBBX_RRGGBBXRRGGBBX_XXXXRRGGBBX, kBBGGRRXBBGGRRX_BBGGRRXBBGGRRX_BBGGRRXXXXX_BBGGRRXBBGGRRX_BBGGRRXBBGGRRX_XXXXBBGGRRX }, // 300 TVL
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{ kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX, kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX }, // 600 TVL
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{ kBGRBGR_BGRXXX_BGRBGR_XXXBGR, kRGBRGB_RGBXXX_RGBRGB_XXXRGB }, // 800 TVL
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{ kMGMG_MGXX_MGMG_XXMG, kGMGM_GMXX_GMGM_XXGM } // 1000 TVL
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},
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{ // 8K
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{ kRRGGBBXRRGGBBX_RRGGBBXRRGGBBX_RRGGBBXXXXX_RRGGBBXRRGGBBX_RRGGBBXRRGGBBX_XXXXRRGGBBX, kBBGGRRXBBGGRRX_BBGGRRXBBGGRRX_BBGGRRXXXXX_BBGGRRXBBGGRRX_BBGGRRXBBGGRRX_XXXXBBGGRRX }, // 300 TVL
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{ kRRGGBBXRRGGBBX_RRGGBBXRRGGBBX_RRGGBBXXXXX_RRGGBBXRRGGBBX_RRGGBBXRRGGBBX_XXXXRRGGBBX, kBBGGRRXBBGGRRX_BBGGRRXBBGGRRX_BBGGRRXXXXX_BBGGRRXBBGGRRX_BBGGRRXBBGGRRX_XXXXBBGGRRX }, // 600 TVL
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{ kRYCBXRYCBX_RYCBXXXXX_RYCBXRYCBX_XXXXRYCBX, kBCYRXBCYRX_BCYRXXXXX_BCYRXBCYRX_XXXXBCYRX }, // 800 TVL
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{ kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX, kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX } // 1000 TVL
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}
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};
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#undef kXXXX
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#undef kMG
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#undef kGM
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#undef kBGR
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#undef kRGB
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#undef kRGBX
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#undef kBGRX
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#undef kRYCBX
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#undef kBCYRX
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#undef kRRGGBBX
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#undef kBBGGRRX
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// BLACK WHITE MASKS
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#define kMaxBlackWhiteSize 14
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#define kWX { kWhite, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kWWX { kWhite, kWhite, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kWWXX { kWhite, kWhite, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kWWWWX { kWhite, kWhite, kWhite, kWhite, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kWWWWWXX { kWhite, kWhite, kWhite, kWhite, kWhite, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kWWWWWWWWWWWXXX { kWhite, kWhite, kWhite, kWhite, kWhite, kWhite, kWhite, kWhite, kWhite, kWhite, kWhite, kWhite, kWhite, kWhite /*kBlack, kBlack, kBlack*/ }
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const float kBlackWhiteMaskSize[kResolutionAxis][kTVLAxis] = { { 7.0f, 4.0f, 3.0f, 2.0f }, { 14.0f, 7.0f, 5.0f, 4.0f } }; //4K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL 8K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL
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const uint kBlackWhiteMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxBlackWhiteSize] = {
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{ // 4K
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{ kWWWWWXX, kWWWWWXX }, // 300 TVL
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{ kWWXX, kWWXX }, // 600 TVL
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{ kWWX, kWWX }, // 800 TVL
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{ kWX, kWX } // 1000 TVL
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},
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{ // 8K
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{ kWWWWWWWWWWWXXX, kWWWWWWWWWWWXXX }, // 300 TVL
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{ kWWWWWXX, kWWWWWXX }, // 600 TVL
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{ kWWWWX, kWWWWX }, // 800 TVL
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{ kWWXX, kWWXX } // 1000 TVL
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}
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};
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#undef kXXXX
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#undef kMG
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#undef kGM
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#undef kBGR
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#undef kRGB
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#undef kRGBX
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#undef kBGRX
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#undef kRYCBX
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#undef kBCYRX
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#undef kRRGGBBX
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#undef kBBGGRRX
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#include "include/scanline_generation.h"
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#include "include/hdr10.h"
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#include "include/gamma_correct.h"
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void main()
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{
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const uint screen_type = uint(HCRT_CRT_SCREEN_TYPE);
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const uint crt_resolution = uint(HCRT_CRT_RESOLUTION);
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const uint lcd_resolution = uint(HCRT_LCD_RESOLUTION);
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const uint lcd_subpixel_layout = uint(HCRT_LCD_SUBPIXEL);
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const vec2 source_size = global.SourceSize.xy;
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const vec2 output_size = global.OutputSize.xy;
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vec2 tex_coord = vTexCoord - vec2(0.5f);
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tex_coord = tex_coord * vec2(1.0f + (HCRT_PIN_PHASE * tex_coord.y), 1.0f);
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tex_coord = tex_coord * vec2(HCRT_H_SIZE, HCRT_V_SIZE);
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tex_coord = tex_coord + vec2(0.5f);
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tex_coord = tex_coord + (vec2(HCRT_H_CENT, HCRT_V_CENT) / output_size);
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const vec2 current_position = vTexCoord * output_size;
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uint colour_mask;
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switch(screen_type)
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{
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case kApertureGrille:
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{
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uint mask = uint(floor(mod(current_position.x, kApertureGrilleMaskSize[lcd_resolution][crt_resolution])));
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colour_mask = kApertureGrilleMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][mask];
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break;
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}
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case kShadowMask:
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{
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uint shadow_y = uint(floor(mod(current_position.y, kShadowMaskSizeY[lcd_resolution][crt_resolution])));
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uint mask = uint(floor(mod(current_position.x, kShadowMaskSizeX[lcd_resolution][crt_resolution])));
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colour_mask = kShadowMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][shadow_y][mask];
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break;
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}
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case kSlotMask:
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{
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uint slot_x = uint(floor(mod(current_position.x / kSlotMaskSizeX[lcd_resolution][crt_resolution], kMaxSlotSizeX)));
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uint slot_y = uint(floor(mod(current_position.y, kSlotMaskSizeY[lcd_resolution][crt_resolution])));
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uint mask = uint(floor(mod(current_position.x, kSlotMaskSizeX[lcd_resolution][crt_resolution])));
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colour_mask = kSlotMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][slot_x][slot_y][mask];
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break;
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}
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case kBlackWhiteMask:
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{
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uint mask = uint(floor(mod(current_position.x, kBlackWhiteMaskSize[lcd_resolution][crt_resolution])));
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colour_mask = kBlackWhiteMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][mask];
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break;
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}
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default:
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{
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break;
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}
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}
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const float scanline_size = output_size.y / source_size.y;
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const vec3 horizontal_convergence = vec3(HCRT_RED_HORIZONTAL_CONVERGENCE, HCRT_GREEN_HORIZONTAL_CONVERGENCE, HCRT_BLUE_HORIZONTAL_CONVERGENCE);
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const vec3 vertical_convergence = vec3(HCRT_RED_VERTICAL_CONVERGENCE, HCRT_GREEN_VERTICAL_CONVERGENCE, HCRT_BLUE_VERTICAL_CONVERGENCE);
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const vec3 beam_sharpness = vec3(HCRT_RED_BEAM_SHARPNESS, HCRT_GREEN_BEAM_SHARPNESS, HCRT_BLUE_BEAM_SHARPNESS);
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const vec3 beam_attack = vec3(HCRT_RED_BEAM_ATTACK, HCRT_GREEN_BEAM_ATTACK, HCRT_BLUE_BEAM_ATTACK);
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const vec3 scanline_min = vec3(HCRT_RED_SCANLINE_MIN, HCRT_GREEN_SCANLINE_MIN, HCRT_BLUE_SCANLINE_MIN);
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const vec3 scanline_max = vec3(HCRT_RED_SCANLINE_MAX, HCRT_GREEN_SCANLINE_MAX, HCRT_BLUE_SCANLINE_MAX);
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const vec3 scanline_attack = vec3(HCRT_RED_SCANLINE_ATTACK, HCRT_GREEN_SCANLINE_ATTACK, HCRT_BLUE_SCANLINE_ATTACK);
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const uint channel_count = colour_mask & 3;
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vec3 scanline_colour = vec3(0.0f);
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if(channel_count > 0)
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{
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const uint channel_0 = (colour_mask >> kFirstChannelShift) & 3;
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const float scanline_channel_0 = GenerateScanline( channel_0,
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tex_coord,
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source_size.xy,
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scanline_size,
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horizontal_convergence[channel_0],
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vertical_convergence[channel_0],
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beam_sharpness[channel_0],
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beam_attack[channel_0],
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scanline_min[channel_0],
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scanline_max[channel_0],
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scanline_attack[channel_0]);
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|
scanline_colour = scanline_channel_0 * kColourMask[channel_0];
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}
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|
if(channel_count > 1)
|
|
{
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const uint channel_1 = (colour_mask >> kSecondChannelShift) & 3;
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|
|
const float scanline_channel_1 = GenerateScanline(channel_1,
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tex_coord,
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source_size.xy,
|
|
scanline_size,
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horizontal_convergence[channel_1],
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|
vertical_convergence[channel_1],
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beam_sharpness[channel_1],
|
|
beam_attack[channel_1],
|
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scanline_min[channel_1],
|
|
scanline_max[channel_1],
|
|
scanline_attack[channel_1]);
|
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|
|
scanline_colour += scanline_channel_1 * kColourMask[channel_1];
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}
|
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|
|
if(channel_count > 2)
|
|
{
|
|
const uint channel_2 = (colour_mask >> kThirdChannelShift) & 3;
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|
|
const float scanline_channel_2 = GenerateScanline(channel_2,
|
|
tex_coord,
|
|
source_size.xy,
|
|
scanline_size,
|
|
horizontal_convergence[channel_2],
|
|
vertical_convergence[channel_2],
|
|
beam_sharpness[channel_2],
|
|
beam_attack[channel_2],
|
|
scanline_min[channel_2],
|
|
scanline_max[channel_2],
|
|
scanline_attack[channel_2]);
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|
|
scanline_colour += scanline_channel_2 * kColourMask[channel_2];
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}
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|
|
vec3 hdr10;
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|
|
GammaCorrect(scanline_colour, hdr10);
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|
|
FragColor = vec4(hdr10, 1.0f);
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|
}
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