delete crt-vga (#237)

* Delete crt-VGA.glslp

useless, takes space

* Delete crt-vga.glsl

useless, takes space

* Add files via upload
This commit is contained in:
metallic77 2023-07-09 16:11:53 +03:00 committed by GitHub
parent 7b68c0d0e9
commit d787db2f59
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3 changed files with 37 additions and 201 deletions

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@ -1,20 +0,0 @@
shaders = "2"
feedback_pass = "0"
shader0 = "../stock.glsl"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "absolute"
scale_y0 = "400"
shader1 = "shaders/crt-vga.glsl"
filter_linear1 = "true"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"

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@ -1,181 +0,0 @@
// Parameter lines go here:
#pragma parameter SCANTHICK "SCANLINE THICKNESS" 2.0 2.0 4.0 1.0
#pragma parameter INTENSITY "SCANLINE INTENSITY" 0.6 0.0 1.0 0.02
#pragma parameter BRIGHTBOOST "LUMINANCE BOOST" 0.25 0.0 1.0 0.01
#pragma parameter shadowmask "MASK TYPE 0:CGWG, 1:LOTTES" 0.0 -1.0 1.0 1.0
#pragma parameter msk_size "MASK SIZE" 1.0 1.0 2.0 1.0
#pragma parameter CGWG "MASK STRENGTH" 0.3 0.0 1.0 0.1
#pragma parameter BLUR "BLUR STRENGTH" 0.6 0.0 1.0 0.1
#pragma parameter GAMMA "GAMMA" 0.45 0.0 0.80 0.01
#pragma parameter SATURATION "SATURATION" 1.0 0.0 2.0 0.05
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 invDims;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy * 1.00001;
invDims=1.0/TextureSize.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 invDims;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float SCANTHICK;
uniform COMPAT_PRECISION float INTENSITY;
uniform COMPAT_PRECISION float BRIGHTBOOST;
uniform COMPAT_PRECISION float CGWG;
uniform COMPAT_PRECISION float BLUR;
uniform COMPAT_PRECISION float GAMMA;
uniform COMPAT_PRECISION float SATURATION;
uniform COMPAT_PRECISION float shadowmask;
uniform COMPAT_PRECISION float msk_size;
#else
#define SCANTHICK 2.0
#define INTENSITY 0.15
#define BRIGHTBOOST 0.15
#define CGWG 0.3
#define BLUR 0.6
#define GAMMA 0.45
#define SATURATION 1.0
#define shadowmask 0.0
#define msk_size 1.0
#endif
vec3 mask(float p)
{
p = floor(p/msk_size);
vec3 Mask = vec3(1.0);
float m=1.0-CGWG;
if (shadowmask == 0.0)
{
float pos = fract (p*0.5);
if (pos < 0.5) {Mask.r=1.0, Mask.g=m, Mask.b=1.0;}
else {Mask.r=m, Mask.g=1.0, Mask.b=m;}
}
if (shadowmask == 1.0)
{
float pos = fract (p*0.3333);
if (pos<0.333) {Mask.r=1.0, Mask.g=m, Mask.b=m;}
else if (pos<0.666) {Mask.r=m, Mask.g=1.0, Mask.b=m;}
else {Mask.r=m, Mask.g=m, Mask.b=1.0;}
}
return Mask;
}
//SIMPLE AND FAST SATURATION
vec3 saturation (vec3 textureColor)
{
vec3 luminanceWeighting = vec3(0.3, 0.6, 0.1);
float luminance = dot(textureColor.rgb, luminanceWeighting);
vec3 greyScaleColor = vec3(luminance);
vec3 res = vec3(mix(greyScaleColor, textureColor.rgb, SATURATION));
return res;
}
void main()
{
vec2 pos = TEX0.xy;
vec2 p = pos * TextureSize;
vec2 i = floor(p)*1.0001 + 0.5;
vec2 f = p - i;
p = (i + 4.0*f*f*f)*invDims;
p.x = mix(p.x, pos.x, BLUR);
vec3 texel = COMPAT_TEXTURE(Texture, p).rgb;
vec3 pixelHigh = ((1.0 + BRIGHTBOOST) - (0.2 * texel)) * texel;
vec3 pixelLow = ((1.0 - INTENSITY) + (0.1 * texel)) * texel;
float selectY = mod(TEX0.y * SCANTHICK * TextureSize.y, 2.0);
float selectHigh = step(1.0, selectY);
float selectLow = 1.0 - selectHigh;
vec3 pixelColor = (selectLow * pixelLow) + (selectHigh * pixelHigh);
pixelColor*=pixelColor;
pixelColor*= mask(gl_FragCoord.x);
pixelColor = pow(pixelColor,vec3(GAMMA));
pixelColor= saturation(pixelColor);
FragColor = vec4(pixelColor, 1.0);
}
#endif

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@ -0,0 +1,37 @@
shaders = "3"
feedback_pass = "0"
shader0 = "../misc/shaders/simple_color_controls.glsl"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
shader1 = "../misc/shaders/chromaticity.glsl"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
shader2 = "../crt/shaders/zfast_crt_composite.glsl"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = ""
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
TEMP = "7799.000000"
SAT = "1.150000"
postbr = "1.400000"
gamma_in = "2.200000"
gamma_out_red = "2.400000"
gamma_out_green = "2.400000"
gamma_out_blue = "2.400000"
COLOR_MODE = "5.000000"
blury = "-0.100000"
HIGHSCANAMOUNT1 = "0.300000"
HIGHSCANAMOUNT2 = "0.150000"
TYPE = "1.000000"
sat = "1.000000"
FLICK = "8.000000"