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add crt-blurPi slang shader variants
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11
crt/crt-blurPi-sharp.slangp
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11
crt/crt-blurPi-sharp.slangp
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shaders = 1
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shader0 = shaders/crt-blurPi.slang
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filter_linear0 = false
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scale_type0 = viewport
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scale0 = 1.0
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alias0 = "PASS0"
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parameters = "blurGain;blurRadius"
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blurGain = "0.5"
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blurRadius = "1.5"
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7
crt/crt-blurPi-soft.slangp
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crt/crt-blurPi-soft.slangp
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shaders = 1
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shader0 = shaders/crt-blurPi.slang
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filter_linear0 = true
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scale_type0 = viewport
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scale0 = 1.0
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alias0 = "PASS0"
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84
crt/shaders/crt-blurPi.slang
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crt/shaders/crt-blurPi.slang
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#version 450
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/*
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- crt-blurPi slang shader -
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Looks good on low res screens (640 x 480 or less), providing screen space scanlines.
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Developed on and for the Raspberry Pi.
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Made by Oriol Ferrer Mesià (armadillu)
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http://uri.cat
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MIT license
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*/
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layout(push_constant) uniform Push{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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//params....
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float scanlineGain;
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float rgbExtraGain;
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float blurGain;
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float blurRadius;
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}params;
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#pragma name crt-blurPi
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#pragma parameter scanlineGain "scanlineGain" 0.30 0.0 1.0 0.05
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#pragma parameter rgbExtraGain "rgbExtraGain" 0.10 0.0 1.0 0.05
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#pragma parameter blurGain "blurGain" 0.15 0.0 1.0 0.05
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#pragma parameter blurRadius "blurRadius" 1.5 0.1 3.0 0.1
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layout(std140, set = 0, binding = 0) uniform UBO{
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mat4 MVP;
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}global;
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/////////////////////////////////////////////////////////////////////////////////////////
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#pragma stage vertex
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/////////////////////////////////////////////////////////////////////////////////////////
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec2 dot_size;
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void main(){
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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dot_size = params.SourceSize.zw;
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}
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/////////////////////////////////////////////////////////////////////////////////////////
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#pragma stage fragment
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/////////////////////////////////////////////////////////////////////////////////////////
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 dot_size;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main(){
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float time = mod(params.FrameCount / 60.0, params.OutputSize.y);
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const vec2 off = params.blurRadius * dot_size;
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float srcGain = 1.0f - 0.75f * params.blurGain;
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vec4 blurred = srcGain * (1.0f + params.rgbExtraGain) * texture(Source, vTexCoord) +
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0.25f * params.blurGain * texture(Source, vTexCoord + vec2(-off.x ,0.0f)) +
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0.25f * params.blurGain * texture(Source, vTexCoord + vec2(off.x, 0.0f)) +
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0.25f * params.blurGain * texture(Source, vTexCoord + vec2(0.0f, off.y))
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;
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float scanLine = mod(int(vTexCoord.y * params.OutputSize.y), 2.0f);
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FragColor = mix(1.0f, scanLine * scanLine, params.scanlineGain) * blurred;
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}
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