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Merge pull request #36 from rz5/patch-2
(crt/dotmask) Fix recursive macro expansion, style nits
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48cfce7c6c
@ -1,9 +1,9 @@
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/*
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Dot Mask
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Authors: cgwg, Timothy Lottes
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License: GPL
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Note: This shader is just the dotmask functions from cgwg's CRT shader and crt-lottes.
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Dot Mask
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Authors: cgwg, Timothy Lottes
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License: GPL
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Note: This shader is just the dotmask functions from cgwg's CRT shader and crt-lottes.
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*/
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// Parameter lines go here:
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@ -14,21 +14,21 @@
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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@ -50,33 +50,34 @@ uniform COMPAT_PRECISION vec2 InputSize;
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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.xy;
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gl_Position = MVPMatrix * VertexCoord;
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COL0 = COLOR;
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TEX0.xy = TexCoord.xy;
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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@ -89,7 +90,6 @@ COMPAT_VARYING vec4 TEX0;
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// fragment compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define texture(c, d) COMPAT_TEXTURE(c, d)
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define outsize vec4(OutputSize, 1.0 / OutputSize)
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@ -109,72 +109,85 @@ uniform COMPAT_PRECISION float maskLight;
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#define mod_factor vTexCoord.x * SourceSize.x * outsize.x / SourceSize.x
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// Shadow mask.
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vec3 Mask(vec2 pos){
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vec3 mask=vec3(maskDark,maskDark,maskDark);
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// Very compressed TV style shadow mask.
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if (shadowMask == 1.0) {
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float line=maskLight;
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float odd=0.0;
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if(fract(pos.x/6.0)<0.5)odd=1.0;
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if(fract((pos.y+odd)/2.0)<0.5)line=maskDark;
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pos.x=fract(pos.x/3.0);
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vec3 Mask(vec2 pos)
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{
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vec3 mask = vec3(maskDark, maskDark, maskDark);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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mask*=line;
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}
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// Very compressed TV style shadow mask.
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if (shadowMask == 1.0)
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{
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float line = maskLight;
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float odd = 0.0;
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// Aperture-grille.
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else if (shadowMask == 2.0) {
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pos.x=fract(pos.x/3.0);
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if (fract(pos.x/6.0) < 0.5)
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odd = 1.0;
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if (fract((pos.y + odd)/2.0) < 0.5)
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line = maskDark;
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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}
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) mask.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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mask*=line;
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}
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// Stretched VGA style shadow mask (same as prior shaders).
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else if (shadowMask == 3.0) {
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pos.x+=pos.y*3.0;
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pos.x=fract(pos.x/6.0);
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// Aperture-grille.
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else if (shadowMask == 2.0)
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{
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pos.x = fract(pos.x/3.0);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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}
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if (pos.x < 0.333) mask.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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}
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// VGA style shadow mask.
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else if (shadowMask == 4.0) {
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pos.xy=floor(pos.xy*vec2(1.0,0.5));
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pos.x+=pos.y*3.0;
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pos.x=fract(pos.x/6.0);
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// Stretched VGA style shadow mask (same as prior shaders).
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else if (shadowMask == 3.0)
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{
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x/6.0);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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}
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if (pos.x < 0.333) mask.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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}
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return mask;}
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// VGA style shadow mask.
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else if (shadowMask == 4.0)
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{
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pos.xy = floor(pos.xy*vec2(1.0, 0.5));
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x/6.0);
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if (pos.x < 0.333) mask.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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}
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return mask;
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}
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void main()
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{
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vec3 res = texture(Source, vTexCoord).rgb;
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vec3 res = COMPAT_TEXTURE(Source, vTexCoord).rgb;
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float mask = 1.0 - DOTMASK_STRENGTH;
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float mask = 1.0 - DOTMASK_STRENGTH;
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//cgwg's dotmask emulation:
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//Output pixels are alternately tinted green and magenta
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vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0),
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vec3(mask, 1.0, mask),
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floor(mod(mod_factor, 2.0)));
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if (shadowMask == 0.) {
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res *= dotMaskWeights;
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}
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else {
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res *= Mask(floor(1.000001 * gl_FragCoord.xy + vec2(0.5)));
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}
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//cgwg's dotmask emulation:
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//Output pixels are alternately tinted green and magenta
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vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0),
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vec3(mask, 1.0, mask),
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floor(mod(mod_factor, 2.0)));
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if (shadowMask == 0.)
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{
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res *= dotMaskWeights;
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}
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else
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{
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res *= Mask(floor(1.000001 * gl_FragCoord.xy + vec2(0.5)));
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}
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FragColor = vec4(res, 1.0);
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}
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#endif
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