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synced 2024-12-02 13:07:22 +00:00
fix glow and ntsc shaders on older GPUs
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@ -107,7 +107,7 @@ void main()
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{
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float texel = floor(data_pix_no);
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float phase = data_pix_no - texel;
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float base_phase = phase.x - 0.5;
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float base_phase = phase - 0.5;
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vec2 tex = vec2((texel + 0.5) * SourceSize.z, vTexCoord.y);
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vec3 col = vec3(0.0);
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@ -34,7 +34,7 @@ vec3 rgb2yiq(vec3 col)
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// end ntsc-rgbyuv
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// begin ntsc-decode-filter-3phase
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#ifdef GL_ES
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#if __VERSION__ <= 150
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float luma_filter1 = -0.000012020;
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float luma_filter2 = -0.000022146;
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float luma_filter3 = -0.000013155;
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@ -235,7 +235,7 @@ void main()
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// begin ntsc-pass2-decode
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float one_x = 1.0 / SourceSize.x;
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vec3 signal = vec3(0.0);
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#ifdef GL_ES
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#if __VERSION__ <= 130
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float offset;
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vec3 sums;
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@ -33,7 +33,7 @@ vec3 rgb2yiq(vec3 col)
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// end ntsc-rgbyuv
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// begin ntsc-decode-filter-3phase
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#ifdef GL_ES
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#if __VERSION__ <= 130
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float luma_filter1 = -0.000012020;
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float luma_filter2 = -0.000022146;
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float luma_filter3 = -0.000013155;
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@ -187,7 +187,7 @@ void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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COL0 = COLOR;
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TEX0.xy = TexCoord - vec2(0.5 / SourceSize.x, 0.0); // Compensate for decimate-by-2.
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TEX0.xy = TexCoord.xy - vec2(0.5 / SourceSize.x, 0.0); // Compensate for decimate-by-2.
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}
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#elif defined(FRAGMENT)
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@ -234,7 +234,7 @@ void main()
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// begin ntsc-pass2-decode
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float one_x = 1.0 / SourceSize.x;
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vec3 signal = vec3(0.0);
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#ifdef GL_ES
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#if __VERSION__ <= 130
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float offset;
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vec3 sums;
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@ -31,7 +31,7 @@ vec3 rgb2yiq(vec3 col)
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// end ntsc-rgbyuv
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// begin ntsc-decode-filter-3phase
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#ifdef GL_ES
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#if __VERSION__ <= 130
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float luma_filter1 = -0.000012020;
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float luma_filter2 = -0.000022146;
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float luma_filter3 = -0.000013155;
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@ -232,7 +232,7 @@ void main()
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// begin ntsc-pass2-decode
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float one_x = 1.0 / SourceSize.x;
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vec3 signal = vec3(0.0);
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#ifdef GL_ES
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#if __VERSION__ <= 130
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float offset;
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vec3 sums;
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