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https://github.com/italicsjenga/slang-shaders.git
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7783ff6ad6
This shader tries to reproduce a CRT-like output without replicating a RGB patterns. It has the following features: - allows fractional scaling - uses texture AA shader and subpixel scaling for evenly placed sharp pixels - has a horizontal blur function which mimics bad signal quality of some systems (megadrive, psx) - has a vertical blur function which mimics n64 vertical software blur - adds some noise to mimic restless CRT colors - has a curvator function - looks good with resolutions <= 1080p - has modest system requirements - adds a slotmask to the output. https://forums.libretro.com/t/gizmo-slotmask-crt-shader/41594
265 lines
8.8 KiB
Plaintext
265 lines
8.8 KiB
Plaintext
#version 450
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/*
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* gizmo98 slotmask crt shader
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* Copyright (C) 2023 gizmo98
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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 (at your option)
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* any later version.
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*
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* version 0.1, 10.05.2023
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* ---------------------------------------------------------------------------------------
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* - initial commit
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*
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* https://github.com/gizmo98/gizmo-crt-shader
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*
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* This shader tries to mimic a CRT without extensive use of scanlines and masks and rgb pattern emulation.
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* It uses horizontal subpixel scaling and adds brightness dependent scanline patterns and allows
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* fractional scaling.
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*
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* HORIZONTAL_BLUR simulates a bad composite signal which is neede for consoles like megadrive
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* VERTICAL_BLUR vertical blur simulates N64 vertical blur
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* BGR_LCD_PATTERN most LCDs have a RGB pixel pattern. Enable BGR pattern with this switch
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* BRIGHTNESS makes scanlines more or less visible
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* SHRINK scale screen in X direction
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* SNR noise intensity
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* COLOUR_BLEEDING colour bleeding intensity
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* GRID slotmask intensity
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* SLOTMASK switch between slotmask (1) and aperture grille (0)
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*
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* uses parts curvator of CRT-PI shader from davej https://github.com/libretro/glsl-shaders/blob/master/crt/shaders/crt-pi.glsl
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* uses parts of texture anti-aliasing shader from Ikaros https://www.shadertoy.com/view/ldsSRX
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* uses gold noise shader from dcerisano https://www.shadertoy.com/view/ltB3zD
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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 CURVATURE_X;
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float CURVATURE_Y;
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float BRIGHTNESS;
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float HORIZONTAL_BLUR;
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float VERTICAL_BLUR;
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float BLUR_OFFSET;
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float BGR_LCD_PATTERN;
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float SHRINK;
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float SNR;
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float COLOUR_BLEEDING;
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float GRID;
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float SLOTMASK;
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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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} global;
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#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01
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#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01
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#pragma parameter BRIGHTNESS "Scanline Intensity" 0.5 0.05 1.0 0.05
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#pragma parameter HORIZONTAL_BLUR "Horizontal Blur" 0.0 0.0 1.0 1.0
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#pragma parameter VERTICAL_BLUR "Vertical Blur" 0.0 0.0 1.0 1.0
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#pragma parameter BLUR_OFFSET "Blur Intensity" 0.5 0.0 1.0 0.05
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#pragma parameter BGR_LCD_PATTERN "BGR output pattern" 0.0 0.0 1.0 1.0
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#pragma parameter SHRINK "Horizontal scale" 0.0 0.0 1.0 0.01
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#pragma parameter SNR "Noise intensity" 1.0 0.0 2.0 0.1
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#pragma parameter COLOUR_BLEEDING "Colour bleeding intensity" 0.0 0.0 3.0 0.1
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#pragma parameter GRID "Grid intensity" 0.0 0.0 3.0 0.05
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#pragma parameter SLOTMASK "Use slot mask" 0.0 0.0 1.0 1.0
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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 PHI = 1.61803398874989484820459; // Φ = Golden Ratio
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float gold_noise(in vec2 xy, in float seed){
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return fract(tan(distance(xy*PHI, xy)*seed)*xy.x);
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}
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vec2 saturateA(in vec2 x)
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{
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return clamp(x, 0.0, 1.0);
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}
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vec2 magnify(in vec2 uv, in vec2 res)
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{
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uv *= res;
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return (saturateA(fract(uv) / saturateA(fwidth(uv))) + floor(uv) - 0.5) / res.xy;
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}
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vec4 textureAABlur(in vec2 uv){
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vec2 texSize = vec2(textureSize(Source, 0));
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uv = magnify(uv,texSize.xy);
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uv = uv*texSize.xy + 0.5;
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vec2 iuv = floor(uv);
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vec2 fuv = uv - iuv;
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if (params.HORIZONTAL_BLUR == 1.0){
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vec2 uv1 = vec2(uv + vec2(-0.5,-0.5)) / texSize.xy;
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vec2 uv2 = vec2(uv + vec2(-0.5 - params.BLUR_OFFSET,-0.5)) / texSize.xy;
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vec4 col1 = texture( Source, uv1 );
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vec4 col2 = texture( Source, uv2 );
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vec4 col = (col1 + col2) / vec4(2.0);
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if (params.VERTICAL_BLUR == 1.0){
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vec2 uv3 = vec2(uv + vec2(-0.5,-0.5 - params.BLUR_OFFSET)) / texSize.xy;
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vec2 uv4 = vec2(uv + vec2(-0.5 - params.BLUR_OFFSET,-0.5 - params.BLUR_OFFSET)) / texSize.xy;
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vec4 col3 = texture( Source, uv3 );
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vec4 col4 = texture( Source, uv4 );
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col = (((col3 + col4) / vec4(2.0)) + col) / vec4(2.0);
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}
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return col;
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}
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else{
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uv = vec2(uv + vec2(-0.5,-0.5)) / texSize.xy;
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return texture( Source, uv );
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}
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}
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vec4 textureSubpixelScaling(in vec2 uvr, in vec2 uvg, in vec2 uvb ){
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return vec4(textureAABlur(uvr).r, textureAABlur(uvg).g, textureAABlur(uvb).b, 1.0);
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}
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float GetFuv(in vec2 uv){
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vec2 texSize = vec2(textureSize(Source, 0));
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uv = uv*texSize.xy + 0.5;
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vec2 iuv = floor(uv);
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vec2 fuv = uv - iuv;
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return abs((fuv*fuv*fuv*(fuv*(fuv*6.0-15.0)+10.0)).y - 0.5);
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}
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vec4 AddNoise(in vec4 col, in vec2 coord){
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/* Add some subpixel noise which simulates small CRT color variations */
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float iGlobalTime = float(params.FrameCount)*0.025;
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float snr = params.SNR * 0.03125;
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return clamp(col + gold_noise(coord,sin(iGlobalTime)) * snr - snr/2.0,0.0,1.0);
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}
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vec4 AddScanlines(in vec4 col, in vec2 uvr, in vec2 uvg, in vec2 uvb){
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/* Add scanlines which are wider for dark colors.
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You cannot see scanlines if color is bright. */
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vec2 texSize = vec2(textureSize(Source, 0));
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float brightness = 1.0 / params.BRIGHTNESS * 0.05;
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float scale = (params.OutputSize.y / texSize.y) * 0.5;
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float dim = brightness * scale;
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col.rgb -= dim * (abs(1.5* (1.0 - col.rgb) * (0.5 - vec3(GetFuv(uvr), GetFuv(uvg), GetFuv(uvb)))));
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return col;
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}
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vec4 AddGrid(in vec4 col, in vec2 coord){
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vec2 texSize = vec2(textureSize(Source, 0));
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float scale = (params.OutputSize.x / texSize.y) * 0.25;
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if (mod(floor((coord.x) * 1.0) ,3.0) == 0.0){
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col = mix(col,vec4(0.0,0.0,0.0,0.5 * scale),params.GRID);
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}
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else{
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if (params.SLOTMASK == 1.0){
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float field = fract (coord.x / 6.0);
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if(((field >= 0.166 && field <= 0.5) && (mod(floor(coord.y * 1.0 + 1.0),3.0) == 0.0)) ||
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((field >= 0.666 && field <= 1.0) && (mod(floor(coord.y * 1.0),3.0) == 0.0)))
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col = mix(col,vec4(0.0,0.0,0.0,0.5 * scale),params.GRID*0.3);
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}
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}
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return col;
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}
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vec3 XCoords(in float coord, in float factor){
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float iGlobalTime = float(params.FrameCount)*0.025;
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float spread = 1.0 / 3.0 + params.COLOUR_BLEEDING;;
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vec3 coords = vec3(coord);
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if(params.BGR_LCD_PATTERN == 1.0)
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coords.r += spread * 2.0;
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else
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coords.b += spread * 2.0;
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coords.g += spread;
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coords *= factor;
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return coords;
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}
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float YCoord(in float coord, in float factor){
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return coord * factor;
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}
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vec2 CURVATURE_DISTORTION = vec2(params.CURVATURE_X, params.CURVATURE_Y);
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// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
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vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
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vec2 Distort(vec2 coord)
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{
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// coord *= screenScale; // not necessary in slang
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coord -= vec2(0.5);
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float rsq = coord.x * coord.x + coord.y * coord.y;
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coord += coord * (CURVATURE_DISTORTION * rsq);
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coord *= barrelScale;
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if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
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coord = vec2(-1.0); // If out of bounds, return an invalid value.
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else
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{
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coord += vec2(0.5);
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// coord /= screenScale; // not necessary in slang
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}
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return coord;
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}
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vec2 Jitter(vec2 coord)
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{
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float iGlobalTime = float(params.FrameCount)*0.025;
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coord.y += sin(iGlobalTime * 220.1) * 0.10;
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return coord;
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}
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void main()
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{
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vec2 texSize = vec2(textureSize(Source, 0));
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vec2 texcoord = vTexCoord.xy;
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if (params.SHRINK > 0.0)
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{
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texcoord.x -= 0.5;
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texcoord.x *= 1.0 + params.SHRINK;
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texcoord.x += 0.5;
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}
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texcoord = Distort(texcoord);
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if (texcoord.x < 0.0)
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{
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FragColor = vec4(0.0);
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return;
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}
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vec2 fragCoord = texcoord.xy * params.OutputSize.xy;
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vec2 factor = texSize.xy / params.OutputSize.xy ;
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fragCoord = Jitter(fragCoord);
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highp float yCoord = YCoord(fragCoord.y, factor.y) ;
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highp vec3 xCoords = XCoords(fragCoord.x, factor.x) ;
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vec2 coord_r = vec2(xCoords.r/ texSize.x, texcoord.y) ;
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vec2 coord_g = vec2(xCoords.g, yCoord) / texSize.xy;
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vec2 coord_b = vec2(xCoords.b, yCoord) / texSize.xy;
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FragColor = textureSubpixelScaling(coord_r,coord_g,coord_b);
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FragColor = AddNoise(FragColor, fragCoord);
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FragColor = AddScanlines(FragColor, coord_r, coord_g, coord_b);
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FragColor = AddGrid(FragColor, gl_FragCoord.xy);
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FragColor.a = 1.0;
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}
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