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https://github.com/libretro/glsl-shaders.git
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parameterize raw palette support for pal-r57shell and add a copy to the nes_raw_palette directory
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nes_raw_palette/pal-r57shell-raw.glslp
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22
nes_raw_palette/pal-r57shell-raw.glslp
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@ -0,0 +1,22 @@
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shaders = 1
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shader0 = ../pal/shaders/pal-r57shell.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 = "ORIG_LINEARIZED"
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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scale_type_x0 = "viewport"
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scale_x0 = "1.000000"
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scale_type_y0 = "source"
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scale_y0 = "1.000000"
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textures = "nes_lut"
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nes_lut = "../pal/resources/nes_lut.png"
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nes_lut_linear = "false"
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nes_lut_wrap_mode = "repeat"
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nes_lut_mipmap = "false"
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parameters = "USE_RAW_param;USE_LUT_param"
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USE_RAW_param = "1.0"
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USE_LUT_param = "1.0"
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@ -108,6 +108,9 @@
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// TWEAKS end
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#pragma parameter USE_RAW_param "(NES ONLY) Decode RAW Colors" 0.0 0.0 1.0 1.0
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#pragma parameter USE_LUT_param "(NES ONLY) Use RAW LUT For Speed" 0.0 0.0 1.0 1.0
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#pragma parameter Gamma "PAL Gamma" 2.5 0.0 10.0 0.03125
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#pragma parameter Brightness "PAL Brightness" 0.0 -1.0 2.0 0.03125
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#pragma parameter Contrast "PAL Contrast" 1.0 -1.0 2.0 0.03125
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@ -143,11 +146,31 @@
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#define COMPAT_PRECISION
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#endif
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// have to duplicate these in both stages...
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#ifdef PARAMETER_UNIFORM
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uniform COMPAT_PRECISION float USE_RAW_param;
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uniform COMPAT_PRECISION float USE_LUT_param;
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bool USE_RAW = bool(USE_RAW_param);
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bool USE_LUT = bool(USE_LUT_param);
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#endif
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#ifndef PARAMETER_UNIFORM
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// use true/false to togglehttps://github.com/libretro/RetroArch/pull/12539
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bool USE_RAW = false;
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bool USE_LUT = false;
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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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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING float DeltaV;
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COMPAT_VARYING float Voltage_0;
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COMPAT_VARYING float Voltage_1;
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vec4 _oPosition1;
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uniform mat4 MVPMatrix;
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@ -166,6 +189,14 @@ void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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TEX0.xy = TexCoord.xy;
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if(USE_RAW)
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{
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Voltage_0 = (!USE_LUT) ? 0.518 : 0.15103768593097774;
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Voltage_1 = (!USE_LUT) ? 1.962 : 1.;
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DeltaV = (Voltage_1-Voltage_0);
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}
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else DeltaV = 1.;
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}
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#elif defined(FRAGMENT)
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@ -191,40 +222,7 @@ out COMPAT_PRECISION vec4 FragColor;
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#define COMPAT_TEXTURE texture2D
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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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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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COMPAT_VARYING vec4 TEX0;
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// compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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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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#ifdef PARAMETER_UNIFORM
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#pragma parameter Gamma "PAL Gamma" 2.5 0.0 10.0 0.03125
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#pragma parameter Brightness "PAL Brightness" 0.0 -1.0 2.0 0.03125
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#pragma parameter Contrast "PAL Contrast" 1.0 -1.0 2.0 0.03125
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#pragma parameter Saturation "PAL Saturation" 1.0 -1.0 2.0 0.03125
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#pragma parameter HueShift "PAL Hue Shift" -2.5 -6.0 6.0 0.015625
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#pragma parameter HueRotation "PAL Hue Rotation" 2.0 -5.0 5.0 0.015625
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#pragma parameter Ywidth "PAL Y Width" 12.0 1.0 32.0 1.0
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#pragma parameter Uwidth "PAL U Width" 23.0 1.0 32.0 1.0
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#pragma parameter Vwidth "PAL V Width" 23.0 1.0 32.0 1.0
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#pragma parameter SizeX "Active Width" 256.0 1.0 4096.0 1.0
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#pragma parameter SizeY "Active Height" 240.0 1.0 4096.0 1.0
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#pragma parameter TV_Pixels "PAL TV Pixels" 200.0 1.0 2400.0 1.0
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#pragma parameter dark_scanline "PAL Scanline" 0.5 0.0 1.0 0.025
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#pragma parameter Phase_Y "PAL Phase Y" 2.0 0.0 12.0 0.025
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#pragma parameter Phase_One "PAL Phase One" 0.0 0.0 12.0 0.025
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#pragma parameter Phase_Two "PAL Phase Two" 8.0 0.0 12.0 0.025
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uniform COMPAT_PRECISION float Gamma;
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uniform COMPAT_PRECISION float Brightness;
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uniform COMPAT_PRECISION float Contrast;
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@ -241,6 +239,11 @@ uniform COMPAT_PRECISION float dark_scanline;
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uniform COMPAT_PRECISION float Phase_Y;
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uniform COMPAT_PRECISION float Phase_One;
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uniform COMPAT_PRECISION float Phase_Two;
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uniform COMPAT_PRECISION float USE_RAW_param;
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uniform COMPAT_PRECISION float USE_LUT_param;
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bool USE_RAW = bool(USE_RAW_param);
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bool USE_LUT = bool(USE_LUT_param);
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static const float Mwidth = 24.;
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@ -273,6 +276,10 @@ static const float2 size = float2(SizeX,SizeY);
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#ifndef PARAMETER_UNIFORM
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// use true/false to toggle
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bool USE_RAW = false;
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bool USE_LUT = false;
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// NTSC standard gamma = 2.2
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// PAL standard gamma = 2.8
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// according to many sources, very unlikely gamma of TV is 2.8
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@ -312,6 +319,25 @@ static const float dark_scanline = 0.5; // half
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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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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 nes_lut;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING float DeltaV;
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COMPAT_VARYING float Voltage_0;
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COMPAT_VARYING float Voltage_1;
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// compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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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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static const mat3 RGB_to_XYZ =
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mat3(
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0.4306190, 0.3415419, 0.1783091,
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@ -336,21 +362,6 @@ mat3(
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float3( 0.701,-0.587,-0.114)*YUV_v //R-Y
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);
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#ifdef USE_RAW
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#ifndef USE_LUT
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static const float Voltage_0 = 0.518;
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static const float Voltage_1 = 1.962;
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static const float DeltaV = (Voltage_1-Voltage_0);
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#else
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static const float Voltage_0 = 0.15103768593097774;
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static const float Voltage_1 = 1.;
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static const float DeltaV = (Voltage_1-Voltage_0);
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#endif
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#else
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static const float DeltaV = 1.;
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#endif
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#ifdef USE_DELAY_LINE
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static const float comb_line = 1.;
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#else
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@ -363,8 +374,6 @@ static float RGB_v = comb_line*Contrast_static*Saturation_static/YUV_v/float(Vwi
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static const float pi = 3.1415926535897932384626433832795;
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#ifdef USE_RAW
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bool InColorPhase(int color, float phase)
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{
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return fmod((float(color)*2. + phase),24.) < 12.;
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@ -381,10 +390,16 @@ const float levels_5 = 1.506;
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const float levels_6 = 1.962;
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const float levels_7 = 1.962;
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#ifndef USE_LUT
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// from nesdev wiki page NTSC_video
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float NTSCsignal(float3 pixel, float phase)
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{
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// use LUT for RAW palette decoding for speed vs quality and return early
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if(USE_LUT) return COMPAT_TEXTURE(nes_lut,float2(dot(pixel,float3(
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15.*(8.)/512.,
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3.*(16.*8.)/512.,
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7./512.)
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) + 0.5/(4.*16.*8.), frac(phase/24.))).r;
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// Voltage levels, relative to synch voltage
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static const float black=.518, white=1.962, attenuation=.746;
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@ -416,22 +431,6 @@ float NTSCsignal(float3 pixel, float phase)
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return signal;
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}
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#else
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uniform sampler2D nes_lut;
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float NTSCsignal(float3 pixel, float phase)
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{
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return COMPAT_TEXTURE(nes_lut,float2(dot(pixel,float3(
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15.*(8.)/512.,
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3.*(16.*8.)/512.,
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7./512.)
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) + 0.5/(4.*16.*8.), frac(phase/24.))).r;
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}
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#endif
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#endif
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float sinn(float x)
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{
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return sin(/*fmod(x,24)*/x*(pi*2./24.));
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@ -491,34 +490,36 @@ mat3 YUV_to_RGB = mat3(
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ss = -2.0;
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}
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float ysum = 0., usum = 0., vsum = 0.;
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float ysum = 0., usum = 0., vsum = 0., sig = 0., sig1 = 0.;
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for (int i=0; i<int(Mwidth); ++i)
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{
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float4 res = COMPAT_TEXTURE(tex, uv);
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#ifdef USE_RAW
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float sig = NTSCsignal(res.xyz,HueShift*2.+alpha-res.g*ss*HueRotation)-Voltage_0;
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// outside of texture is 0,0,0 which is white instead of black
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if (uv.x <= 0.0 || uv.x >= border)
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sig = 0.;
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{
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float4 res = COMPAT_TEXTURE(tex, uv);
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if(USE_RAW)
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{
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sig = NTSCsignal(res.xyz,HueShift*2.+alpha-res.g*ss*HueRotation)-Voltage_0;
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// outside of texture is 0,0,0 which is white instead of black
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if (uv.x <= 0.0 || uv.x >= border)
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sig = 0.;
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#ifdef USE_DELAY_LINE
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float4 res1 = COMPAT_TEXTURE(tex, uv+sh);
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float sig1 = NTSCsignal(res1.xyz,HueShift*2.+12012.0-alpha+res.g*ss*HueRotation)-Voltage_0;
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if (uv.x + sh.x <= 0.0 || uv.x + sh.x >= border)
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sig1 = 0.;
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float4 res1 = COMPAT_TEXTURE(tex, uv+sh);
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sig1 = NTSCsignal(res1.xyz,HueShift*2.+12012.0-alpha+res.g*ss*HueRotation)-Voltage_0;
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if (uv.x + sh.x <= 0.0 || uv.x + sh.x >= border)
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sig1 = 0.;
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#endif
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#else
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float3 yuv = mul(RGB_to_YUV, res.xyz);
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float a1 = alpha+(HueShift+2.5)*2.-yuv.x*ss*HueRotation;
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float sig = yuv.x+dot(yuv.yz,sign(float2(sinn(a1),coss(a1))));
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}
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else
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{
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float3 yuv = mul(RGB_to_YUV, res.xyz);
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float a1 = alpha+(HueShift+2.5)*2.-yuv.x*ss*HueRotation;
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sig = yuv.x+dot(yuv.yz,sign(float2(sinn(a1),coss(a1))));
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#ifdef USE_DELAY_LINE
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float4 res1 = COMPAT_TEXTURE(tex, uv+sh);
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float3 yuv1 = mul(RGB_to_YUV, res1.xyz);
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float a2 = (HueShift+2.5)*2.+12012.0-alpha+yuv.x*ss*HueRotation;
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float sig1 = yuv1.x+dot(yuv1.yz,sign(float2(sinn(a2),coss(a2))));
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#endif
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float4 res1 = COMPAT_TEXTURE(tex, uv+sh);
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float3 yuv1 = mul(RGB_to_YUV, res1.xyz);
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float a2 = (HueShift+2.5)*2.+12012.0-alpha+yuv.x*ss*HueRotation;
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sig1 = yuv1.x+dot(yuv1.yz,sign(float2(sinn(a2),coss(a2))));
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#endif
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}
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if (i < int(Ywidth))
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ysum += sig;
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