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https://github.com/libretro/glsl-shaders.git
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change precision to COMPAT_PRECISION
fixes on desktop GL
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@ -1,8 +1,8 @@
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///////////////
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// TV-out tweaks
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// TV-out tweaks
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// Author: aliaspider - aliaspider@gmail.com
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// License: GPLv3
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// License: GPLv3
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////////////////////////////////////////////////////////
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@ -12,13 +12,13 @@
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// Basic settings:
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// signal resolution
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// higher = sharper
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// higher = sharper
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#pragma parameter TVOUT_RESOLUTION "TVOut Signal Resolution" 256.0 0.0 1024.0 32.0 // default, minimum, maximum, optional step
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// simulate a composite connection instead of RGB
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#pragma parameter TVOUT_COMPOSITE_CONNECTION "TVOut Composite Enable" 0.0 0.0 1.0 1.0
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// use TV video color range (16-235)
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// use TV video color range (16-235)
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// instead of PC full range (0-255)
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#pragma parameter TVOUT_TV_COLOR_LEVELS "TVOut TV Color Levels Enable" 0.0 0.0 1.0 1.0
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////////////////////////////////////////////////////////
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@ -26,7 +26,7 @@
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////////////////////////////////////////////////////////
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// Advanced settings:
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//
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// these values will be used instead
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// these values will be used instead
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// if COMPOSITE_CONNECTION is defined
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// to simulate different signal resolutions(bandwidth)
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// for luma (Y) and chroma ( I and Q )
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@ -73,8 +73,8 @@ uniform COMPAT_PRECISION float TVOUT_RESOLUTION_Q;
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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_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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@ -90,7 +90,7 @@ COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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vec4 _oPosition1;
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vec4 _oPosition1;
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uniform mat4 MVPMatrix;
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uniform int FrameDirection;
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uniform int FrameCount;
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@ -100,8 +100,8 @@ uniform COMPAT_PRECISION vec2 InputSize;
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void main()
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{
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highp vec4 _oColor;
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vec2 _otexCoord;
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COMPAT_PRECISION vec4 _oColor;
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COMPAT_PRECISION vec2 _otexCoord;
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gl_Position = VertexCoord.x * MVPMatrix[0] + VertexCoord.y * MVPMatrix[1] + VertexCoord.z * MVPMatrix[2] + VertexCoord.w * MVPMatrix[3];
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_oPosition1 = gl_Position;
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_oColor = COLOR;
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@ -146,7 +146,7 @@ struct output_dummy {
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#define L(C) clamp((C -16.5/ 256.0)*256.0/(236.0-16.0),0.0,1.0)
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#define LCHR(C) clamp((C -16.5/ 256.0)*256.0/(240.0-16.0),0.0,1.0)
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highp vec3 LEVELS(vec3 c0)
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COMPAT_PRECISION vec3 LEVELS(vec3 c0)
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{
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if (TVOUT_TV_COLOR_LEVELS > 0.5)
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{
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@ -182,16 +182,16 @@ COMPAT_VARYING vec4 TEX0;
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void main()
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{
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highp mat3 RGB_to_YIQ = mat3(0.299,0.587,0.114,
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COMPAT_PRECISION mat3 RGB_to_YIQ = mat3(0.299,0.587,0.114,
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0.595716,-0.274453,-0.321263,
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0.211456,-0.522591, 0.311135);
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mat3 YIQ_to_RGB = mat3(1.0,0.9563,0.6210,
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COMPAT_PRECISION mat3 YIQ_to_RGB = mat3(1.0,0.9563,0.6210,
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1.0,-0.2721,-0.6474,
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1.0,-1.1070, 1.7046);
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highp vec3 tempColor=vec3(0.0,0.0,0.0);
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highp float offset = fract((TEX0.x * TextureSize.x) - 0.5);
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COMPAT_PRECISION vec3 tempColor=vec3(0.0,0.0,0.0);
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COMPAT_PRECISION float offset = fract((TEX0.x * TextureSize.x) - 0.5);
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float oneT=1.0/TextureSize.x;
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float oneI=1.0/TextureSize.x;
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@ -221,5 +221,5 @@ highp float offset = fract((TEX0.x * TextureSize.x) - 0.5);
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_OUT._color = vec4(tempColor, 1.0);
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FragColor = _OUT._color;
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return;
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}
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}
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#endif
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