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https://github.com/libretro/glsl-shaders.git
synced 2024-11-27 09:50:34 +00:00
add some presets and touch up some settings
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@ -153,7 +153,7 @@ half4 SampleCRT(sampler2D shadowMaskSampler, sampler2D compFrameSampler, half2 u
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// ScaledUV *= UVScalar;
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// ScaledUV += UVOffset;
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half2 scanuv = fract(uv / CRTMask_Scale * 10.0);
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half2 scanuv = fract(uv / CRTMask_Scale * 100.0);
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vec4 phosphor_grid;
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half3 scantex = tex2D(shadowMaskSampler, scanuv).rgb;
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@ -1,19 +1,23 @@
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shaders = 3
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shaders = 4
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shader0 = shaders/artifact-colors/artifact-colors0.glsl
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scale0 = 1.0
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scale_type0 = source
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filter_linear0 = false
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alias0 = Pass1
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shader0 = ../stock.glsl
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scale_x0 = "640.0"
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scale_type_x0 = absolute
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shader1 = shaders/artifact-colors/artifact-colors1.glsl
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shader1 = shaders/artifact-colors/artifact-colors0.glsl
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scale1 = 1.0
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scale_type1 = source
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filter_linear1 = false
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alias1 = Pass2
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float_framebuffer1 = true
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alias1 = Pass1
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shader2 = shaders/artifact-colors/artifact-colors2.glsl
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shader2 = shaders/artifact-colors/artifact-colors1.glsl
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scale2 = 1.0
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scale_type2 = source
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filter_linear2 = false
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filter_linear2 = false
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alias2 = Pass2
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float_framebuffer2 = true
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shader3 = shaders/artifact-colors/artifact-colors2.glsl
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scale3 = 1.0
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scale_type3 = source
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filter_linear3 = false
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@ -108,6 +108,8 @@ uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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uniform sampler2D OrigTexture;
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#define Original OrigTexture
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COMPAT_VARYING vec4 TEX0;
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// compatibility #defines
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@ -216,7 +218,7 @@ void main()
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FragColor = vec4(color, 0.);
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#elif(VIEW_MODE == RGB)
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FragColor = texture(Original, uv / SourceSize.xy);
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FragColor = texture(Original, vTexCoord.xy);
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#elif(VIEW_MODE == LUMA)
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FragColor = vec4(luma);
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@ -228,9 +230,9 @@ void main()
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FragColor = 0.5 * texture(Pass2, uv / SourceSize.xy).rrrr+0.25;
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#elif(VIEW_MODE == SPLIT)
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if(uv.x < SourceSize.x/2.0)
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if(vTexCoord.x < 0.30)
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{
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FragColor = texture(Original, uv / SourceSize.xy);
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FragColor = texture(Original, vTexCoord.xy);
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}
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else
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{
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@ -1,20 +1,25 @@
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shaders = 4
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shaders = 5
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shader0 = ../ntsc/shaders/artifact-colors/artifact-colors0.glsl
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scale0 = 1.0
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scale_type0 = source
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filter_linear0 = false
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alias0 = Pass1
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shader0 = ../stock.glsl
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scale_x0 = "640.0"
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scale_type_x0 = absolute
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shader1 = ../ntsc/shaders/artifact-colors/artifact-colors1.glsl
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shader1 = ../ntsc/shaders/artifact-colors/artifact-colors0.glsl
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scale1 = 1.0
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scale_type1 = source
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filter_linear1 = false
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alias1 = Pass2
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alias1 = Pass1
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shader2 = ../ntsc/shaders/artifact-colors/artifact-colors2.glsl
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shader2 = ../ntsc/shaders/artifact-colors/artifact-colors1.glsl
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scale2 = 1.0
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scale_type2 = source
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filter_linear2 = false
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alias2 = Pass2
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float_framebuffer2 = true
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shader3 = ../crt/shaders/crt-lottes.glsl
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shader3 = ../ntsc/shaders/artifact-colors/artifact-colors2.glsl
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scale3 = 1.0
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scale_type3 = source
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filter_linear3 = false
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shader4 = ../crt/shaders/crt-lottes.glsl
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66
presets/crtsim-grungy.glslp
Normal file
66
presets/crtsim-grungy.glslp
Normal file
@ -0,0 +1,66 @@
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shaders = "5"
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shader0 = "../crt/shaders/crtsim/composite.glsl"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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shader1 = ../misc/image-adjustment.glsl
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wrap_mode1 = "clamp_to_border"
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mipmap_input1 = "false"
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alias1 = "CRTPASS"
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float_framebuffer1 = "false"
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srgb_framebuffer1 = "false"
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shader2 = "../crt/shaders/crtsim/post-downsample.glsl"
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filter_linear2 = "true"
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wrap_mode2 = "clamp_to_border"
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mipmap_input2 = "false"
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alias2 = ""
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float_framebuffer2 = "false"
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srgb_framebuffer2 = "false"
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shader3 = "../crt/shaders/crtsim/post-upsample.glsl"
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filter_linear3 = "true"
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wrap_mode3 = "clamp_to_border"
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mipmap_input3 = "false"
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alias3 = ""
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float_framebuffer3 = "false"
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srgb_framebuffer3 = "false"
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shader4 = "../crt/shaders/crtsim/present.glsl"
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filter_linear4 = "true"
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wrap_mode4 = "clamp_to_border"
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mipmap_input4 = "false"
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alias4 = ""
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float_framebuffer4 = "false"
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srgb_framebuffer4 = "false"
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parameters = "GRAIN_STR;Tuning_Sharp;Tuning_Persistence_R;Tuning_Persistence_G;Tuning_Persistence_B;Tuning_Bleed;Tuning_Artifacts;NTSCLerp;NTSCArtifactScale;animate_artifacts;CRTMask_Scale;Tuning_Satur;Tuning_Mask_Brightness;Tuning_Mask_Opacity;bloom_scale_down;bloom_scale_up;BloomPower;BloomScalar;Tuning_Overscan;Tuning_Barrel;mask_toggle"
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Tuning_Sharp = "0.200000"
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Tuning_Persistence_R = "0.075000"
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Tuning_Persistence_G = "0.060000"
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Tuning_Persistence_B = "0.060000"
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Tuning_Bleed = "1.00000"
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Tuning_Artifacts = "0.700000"
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NTSCLerp = "1.000000"
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NTSCArtifactScale = "255.000000"
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animate_artifacts = "1.000000"
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CRTMask_Scale = "0.02"
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Tuning_Satur = "0.900000"
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Tuning_Mask_Brightness = "0.600000"
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Tuning_Mask_Opacity = "0.500000"
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bloom_scale_down = "0.015000"
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bloom_scale_up = "0.020000"
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BloomPower = "1.000000"
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BloomScalar = "0.100000"
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Tuning_Overscan = "0.950000"
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Tuning_Barrel = "0.250000"
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mask_toggle = "1.000000"
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GRAIN_STR = 3.0
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textures = "NTSCArtifactSampler;shadowMaskSampler"
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NTSCArtifactSampler = "../crt/shaders/crtsim/artifacts.png"
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NTSCArtifactSampler_linear = "true"
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NTSCArtifactSampler_wrap_mode = "clamp_to_border"
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NTSCArtifactSampler_mipmap = "false"
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shadowMaskSampler = "../crt/shaders/crtsim/mask.png"
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shadowMaskSampler_linear = "true"
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shadowMaskSampler_wrap_mode = "clamp_to_border"
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shadowMaskSampler_mipmap = "false"
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