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(handheld) Update colour correction shaders (taken from Pokefan531's latest shader pack:
https://forums.libretro.com/t/real-gba-and-ds-phat-colors/1540/174)
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@ -21,7 +21,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
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*/
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// Shader that replicates the LCD dynamics from a GameBoy Advance
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#pragma parameter darken_screen "Darken Screen" 0.5 -0.25 2.0 0.05
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#pragma parameter darken_screen "Darken Screen" 0.5 -0.25 1.5 0.05
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#define target_gamma 2.2
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#define display_gamma 2.2
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@ -31,14 +31,14 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#define blr 0.0
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#define blg 0.0
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#define blb 0.0
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#define r 0.845
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#define g 0.68
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#define b 0.755
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#define rg 0.09
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#define rb 0.16
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#define gr 0.17
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#define gb 0.085
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#define br -0.015
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#define r 0.86
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#define g 0.66
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#define b 0.81
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#define rg 0.11
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#define rb 0.1325
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#define gr 0.19
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#define gb 0.0575
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#define br -0.05
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#define bg 0.23
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#define overscan_percent_x 0.0
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#define overscan_percent_y 0.0
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@ -1,18 +1,8 @@
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#version 450
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/*
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GBC Color Correction Shader
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A shader that replicates the LCD dynamics from a Game Boy Color
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Color values are derived from Gambatte's color correction implementation, with some tweaks.
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Based on Color Mangler
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Author: hunterk
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License: Public domain
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*/
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layout(push_constant) uniform Push
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{
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float darken_screen;
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float brighten_screen;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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@ -23,22 +13,33 @@ layout(std140, set = 0, binding = 0) uniform UBO
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vec4 SourceSize;
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} global;
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#pragma parameter darken_screen "Darken Screen" 0.0 -0.25 2.0 0.05
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/*
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Shader Modified: Pokefan531
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Color Mangler
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Author: hunterk
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License: Public domain
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*/
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// Shader that replicates the LCD dynamics from a GameBoy Advance
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#pragma parameter brighten_screen "Brighten Screen" 0.5 -0.25 1.2 0.05
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#define target_gamma 2.2
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#define display_gamma 2.2
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#define sat 1.0
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#define lum 1.0
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#define contrast 1.0
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#define blr 0.0
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#define blg 0.0
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#define blb 0.0
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#define r 0.78824
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#define g 0.72941
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#define b 0.82
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#define rg 0.025
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#define rb 0.12039
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#define gr 0.12157
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#define gb 0.12157
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#define br 0.0
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#define bg 0.275000
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#define r 0.87
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#define g 0.66
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#define b 0.79
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#define rg 0.115
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#define rb 0.14
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#define gr 0.18
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#define gb 0.07
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#define br -0.05
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#define bg 0.225
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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@ -58,14 +59,22 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec4 screen = pow(texture(Source, vTexCoord), vec4(target_gamma + params.darken_screen)).rgba;
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vec4 screen = pow(texture(Source, vTexCoord), vec4(target_gamma + (params.brighten_screen * -1.0))).rgba;
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vec4 avglum = vec4(0.5);
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screen = mix(screen, avglum, (1.0 - contrast));
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// red green blue alpha ; alpha does nothing for our purposes
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mat4 color = mat4(r, rg, rb, 0.0, //red
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gr, g, gb, 0.0, //green
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br, bg, b, 0.0, //blue
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blr, blg, blb, 0.0); //black
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screen = color * screen;
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FragColor = pow(screen, vec4(1.0 / display_gamma));
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// r g b black
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mat4 color = mat4(r, rg, rb, 0.0, //red channel
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gr, g, gb, 0.0, //green channel
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br, bg, b, 0.0, //blue channel
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blr, blg, blb, 0.0); //alpha channel; these numbers do nothing for our purposes.
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mat4 adjust = mat4((1.0 - sat) * 0.3086 + sat, (1.0 - sat) * 0.3086, (1.0 - sat) * 0.3086, 1.0,
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(1.0 - sat) * 0.6094, (1.0 - sat) * 0.6094 + sat, (1.0 - sat) * 0.6094, 1.0,
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(1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820 + sat, 1.0,
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0.0, 0.0, 0.0, 1.0);
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color *= adjust;
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screen = clamp(screen * lum, 0.0, 1.0);
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screen = color * screen;
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FragColor = pow(screen, vec4(1.0 / (display_gamma)));
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}
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@ -24,15 +24,15 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#define blr 0.0
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#define blg 0.0
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#define blb 0.0
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#define r 0.83
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#define g 0.65
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#define b 0.765
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#define rg 0.105
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#define rb 0.105
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#define r 0.85
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#define g 0.655
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#define b 0.865
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#define rg 0.095
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#define rb 0.06
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#define gr 0.20
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#define gb 0.13
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#define br -0.03
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#define bg 0.245
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#define gb 0.075
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#define br -0.05
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#define bg 0.25
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#define overscan_percent_x 0.0
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#define overscan_percent_y 0.0
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@ -31,14 +31,14 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#define blr 0.0
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#define blg 0.0
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#define blb 0.0
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#define r 0.745
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#define r 0.88
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#define g 0.69
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#define b 0.775
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#define b 0.765
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#define rg 0.06
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#define rb 0.085
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#define gr 0.315
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#define gb 0.14
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#define br -0.06
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#define gr 0.24
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#define gb 0.15
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#define br -0.12
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#define bg 0.25
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#define overscan_percent_x 0.0
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#define overscan_percent_y 0.0
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@ -24,15 +24,15 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#define blr 0.0
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#define blg 0.0
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#define blb 0.0
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#define r 0.92
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#define r 0.98
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#define g 0.795
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#define b 0.975
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#define rg 0.035
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#define b 0.98
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#define rg 0.04
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#define rb 0.01
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#define gr 0.24
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#define gb 0.015
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#define br -0.16
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#define bg 0.17
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#define gr 0.20
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#define gb 0.01
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#define br -0.18
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#define bg 0.165
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#define overscan_percent_x 0.0
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#define overscan_percent_y 0.0
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@ -31,12 +31,12 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#define blr 0.0
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#define blg 0.0
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#define blb 0.0
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#define r 0.74
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#define g 0.68
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#define b 0.68
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#define rg 0.08
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#define rb 0.08
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#define gr 0.26
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#define r 0.73
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#define g 0.675
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#define b 0.675
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#define rg 0.085
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#define rb 0.085
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#define gr 0.27
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#define gb 0.24
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#define br 0.0
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#define bg 0.24
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@ -9,6 +9,6 @@ scale0 = "1.000000"
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filter_linear1 = "false"
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parameters = "darken_screen;RETRO_PIXEL_SIZE"
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darken_screen = "0.500000"
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parameters = "brighten_screen;RETRO_PIXEL_SIZE"
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brighten_screen = "0.500000"
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RETRO_PIXEL_SIZE = "0.840000"
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