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https://github.com/libretro/slang-shaders.git
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Update crt-nobody shader (#645)
- Better non-integer scaling; - Improvements to brightness control; - Add beam thickness controls; - Add geom curvature code.
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@ -3,7 +3,7 @@
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/*
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Hyllian's crt-nobody Shader
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Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com
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Copyright (C) 2011-2024 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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@ -30,56 +30,239 @@ layout(push_constant) uniform Push
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float VSCANLINES;
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float SCAN_SIZE;
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float COLOR_BOOST;
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float InputGamma;
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float OutputGamma;
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} param;
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float CN_VSCANLINES;
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float CN_BEAM_MIN_WIDTH;
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float CN_BEAM_MAX_WIDTH;
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float CN_SCAN_SIZE;
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float CN_BRIGHTBOOST;
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float CN_InputGamma;
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float CN_OutputGamma;
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float geom_d;
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float geom_R;
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float geom_cornersize;
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float geom_cornersmooth;
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float geom_x_tilt;
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float geom_y_tilt;
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float geom_overscan_x;
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float geom_overscan_y;
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float geom_center_x;
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float geom_center_y;
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float geom_curvature;
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float geom_invert_aspect;
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} params;
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#pragma parameter VSCANLINES "Vertical Scanlines" 0.0 0.0 1.0 1.0
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#pragma parameter SCAN_SIZE "Scanlines Size" 0.86 0.0 1.0 0.01
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#pragma parameter COLOR_BOOST "Color Boost" 1.25 1.0 2.0 0.05
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#pragma parameter InputGamma "INPUT GAMMA" 2.4 0.0 4.0 0.1
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#pragma parameter OutputGamma "OUTPUT GAMMA" 2.2 0.0 3.0 0.1
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#pragma parameter CN_NONONO "CRT-NOBODY:" 0.0 0.0 1.0 1.0
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#pragma parameter CN_VSCANLINES " Vertical Scanlines" 0.0 0.0 1.0 1.0
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#pragma parameter CN_BEAM_MIN_WIDTH " Min Beam Width" 0.80 0.0 1.0 0.01
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#pragma parameter CN_BEAM_MAX_WIDTH " Max Beam Width" 1.0 0.0 1.0 0.01
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#pragma parameter CN_SCAN_SIZE " Scanlines Thickness" 0.86 0.0 1.0 0.01
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#pragma parameter CN_BRIGHTBOOST " Brightness Boost" 1.0 0.5 1.5 0.01
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#pragma parameter CN_InputGamma " Input Gamma" 2.4 0.0 4.0 0.1
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#pragma parameter CN_OutputGamma " Output Gamma" 2.2 0.0 3.0 0.1
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#define VSCANLINES param.VSCANLINES
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#define SCAN_SIZE param.SCAN_SIZE
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#define COLOR_BOOST param.COLOR_BOOST
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#define InputGamma param.InputGamma
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#define OutputGamma param.OutputGamma
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#pragma parameter geom_space " " 0.0 0.0 1.0 1.0
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#pragma parameter geom_nonono "GEOM'S CURVATURE:" 0.0 0.0 1.0 1.0
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#pragma parameter geom_curvature " Curvature Toggle" 0.0 0.0 1.0 1.0
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#pragma parameter geom_R " Curvature Radius" 2.0 0.3 10.0 0.1
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#pragma parameter geom_d " Distance" 1.5 0.1 3.0 0.1
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#pragma parameter geom_invert_aspect " Curvature Aspect Inversion" 0.0 0.0 1.0 1.0
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#pragma parameter geom_cornersize " Corner Size" 0.006 0.001 1.0 0.005
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#pragma parameter geom_cornersmooth " Corner Smoothness" 400.0 80.0 2000.0 100.0
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#pragma parameter geom_x_tilt " Horizontal Tilt" 0.0 -0.5 0.5 0.01
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#pragma parameter geom_y_tilt " Vertical Tilt" 0.0 -0.5 0.5 0.01
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#pragma parameter geom_center_x " Center X" 0.0 -1.0 1.0 0.001
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#pragma parameter geom_center_y " Center Y" 0.0 -1.0 1.0 0.001
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#pragma parameter geom_overscan_x " Horiz. Overscan %" 100.0 -125.0 125.0 0.5
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#pragma parameter geom_overscan_y " Vert. Overscan %" 100.0 -125.0 125.0 0.5
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#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
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#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
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#define CN_VSCANLINES params.CN_VSCANLINES
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#define CN_BEAM_MIN_WIDTH params.CN_BEAM_MIN_WIDTH
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#define CN_BEAM_MAX_WIDTH params.CN_BEAM_MAX_WIDTH
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#define CN_SCAN_SIZE params.CN_SCAN_SIZE
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#define CN_BRIGHTBOOST params.CN_BRIGHTBOOST
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#define CN_InputGamma params.CN_InputGamma
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#define CN_OutputGamma params.CN_OutputGamma
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#define PIX_SIZE 1.11
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#define GAMMA_IN(color) CN_BRIGHTBOOST*pow(color, vec3(CN_InputGamma))
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#define GAMMA_OUT(color) pow(color, vec3(1.0 / CN_OutputGamma))
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float pix_sizex = mix(PIX_SIZE, SCAN_SIZE, VSCANLINES);
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float scan_sizey = mix(SCAN_SIZE, PIX_SIZE, VSCANLINES);
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#define PIX_SIZE 1.111111
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float pix_sizex = mix(PIX_SIZE, CN_SCAN_SIZE, CN_VSCANLINES);
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float scan_sizey = mix(CN_SCAN_SIZE, PIX_SIZE, CN_VSCANLINES);
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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// Macros.
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#define FIX(c) max(abs(c), 1e-5);
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#define PI 3.141592653589
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// aspect ratio
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vec2 aspect = vec2(params.geom_invert_aspect > 0.5 ? (0.75, 1.0) : (1.0, 0.75));
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vec2 overscan = vec2(1.01, 1.01);
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#pragma stage vertex
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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 sinangle;
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layout(location = 2) out vec2 cosangle;
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layout(location = 3) out vec3 stretch;
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layout(location = 4) out float R_d_cx_cy;
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layout(location = 5) out float d2;
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/*
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Geom code - a modified Geom code without CRT features made to provide
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curvature/warping/oversampling features.
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Adapted by Hyllian (2024).
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*/
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/*
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Copyright (C) 2010-2012 cgwg, Themaister and DOLLS
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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(cgwg gave their consent to have the original version of this shader
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distributed under the GPL in this message:
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http://board.byuu.org/viewtopic.php?p=26075#p26075
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"Feel free to distribute my shaders under the GPL. After all, the
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barrel distortion code was taken from the Curvature shader, which is
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under the GPL."
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)
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This shader variant is pre-configured with screen curvature
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*/
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float intersect(vec2 xy)
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{
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float A = dot(xy,xy) + params.geom_d*params.geom_d;
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float B = 2.0 * (params.geom_R * (dot(xy,sinangle) - params.geom_d * cosangle.x * cosangle.y) - params.geom_d * params.geom_d);
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float C = params.geom_d*params.geom_d + 2.0*params.geom_R*params.geom_d*cosangle.x*cosangle.y;
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return (-B-sqrt(B*B-4.0*A*C))/(2.0*A);
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}
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vec2 bkwtrans(vec2 xy)
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{
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float c = intersect(xy);
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vec2 point = (vec2(c, c)*xy - vec2(-params.geom_R, -params.geom_R)*sinangle) / vec2(params.geom_R, params.geom_R);
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vec2 poc = point/cosangle;
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vec2 tang = sinangle/cosangle;
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float A = dot(tang, tang) + 1.0;
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float B = -2.0*dot(poc, tang);
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float C = dot(poc, poc) - 1.0;
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float a = (-B + sqrt(B*B - 4.0*A*C))/(2.0*A);
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vec2 uv = (point - a*sinangle)/cosangle;
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float r = FIX(params.geom_R*acos(a));
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return uv*r/sin(r/params.geom_R);
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}
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vec2 fwtrans(vec2 uv)
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{
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float r = FIX(sqrt(dot(uv,uv)));
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uv *= sin(r/params.geom_R)/r;
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float x = 1.0-cos(r/params.geom_R);
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float D = params.geom_d/params.geom_R + x*cosangle.x*cosangle.y+dot(uv,sinangle);
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return params.geom_d*(uv*cosangle-x*sinangle)/D;
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}
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vec3 maxscale()
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{
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vec2 c = bkwtrans( -params.geom_R * sinangle / (1.0 + params.geom_R / params.geom_d * cosangle.x * cosangle.y) );
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vec2 a = vec2(0.5,0.5) * aspect;
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vec2 lo = vec2(fwtrans(vec2(-a.x, c.y)).x,
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fwtrans(vec2( c.x, -a.y)).y)/aspect;
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vec2 hi = vec2(fwtrans(vec2(+a.x, c.y)).x,
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fwtrans(vec2( c.x, +a.y)).y)/aspect;
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return vec3( (hi + lo) * aspect * 0.5, max(hi.x - lo.x, hi.y - lo.y) );
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}
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.0001;
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vTexCoord = TexCoord * vec2(1.0001) - vec2(params.geom_center_x, params.geom_center_y);
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// Precalculate a bunch of useful values we'll need in the fragment
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// shader.
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sinangle = sin(vec2(params.geom_x_tilt, params.geom_y_tilt));
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cosangle = cos(vec2(params.geom_x_tilt, params.geom_y_tilt));
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stretch = maxscale();
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d2 = params.geom_d * params.geom_d;
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R_d_cx_cy = params.geom_R * params.geom_d * cosangle.x * cosangle.y;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 sinangle;
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layout(location = 2) in vec2 cosangle;
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layout(location = 3) in vec3 stretch;
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layout(location = 4) in float R_d_cx_cy;
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layout(location = 5) in float d2;
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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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float wgt(float size)
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vec2 transform(vec2 coord)
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{
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coord = (coord - vec2(0.5, 0.5)) * aspect * stretch.z + stretch.xy;
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float A = dot(coord, coord) + d2;
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float B = 2.0 * ( params.geom_R * dot(coord, sinangle) - R_d_cx_cy - d2);
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float C = d2 + 2.0 * R_d_cx_cy;
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float c = (-B - sqrt(B*B - 4.0*A*C)) / (2.0*A);
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vec2 point = (vec2(c, c) * coord - vec2(-params.geom_R, -params.geom_R) * sinangle) / vec2(params.geom_R, params.geom_R);
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vec2 poc = point / cosangle;
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vec2 tang = sinangle / cosangle;
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A = dot(tang, tang) + 1.0;
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B = -2.0 * dot(poc, tang);
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C = dot(poc, poc) - 1.0;
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float a = (-B + sqrt(B*B - 4.0*A*C))/(2.0*A);
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vec2 uv = (point - a*sinangle)/cosangle;
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float r = FIX(params.geom_R*acos(a));
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vec2 bkw = uv*r/sin(r/params.geom_R);
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return (bkw / vec2(params.geom_overscan_x / 100.0, params.geom_overscan_y / 100.0)/aspect + vec2(0.5, 0.5));
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}
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float corner(vec2 coord)
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{
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coord = (coord - vec2(0.5)) * vec2(params.geom_overscan_x / 100.0, params.geom_overscan_y / 100.0) + vec2(0.5, 0.5);
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coord = min(coord, vec2(1.0) - coord) * aspect;
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vec2 cdist = vec2(params.geom_cornersize);
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coord = (cdist - min(coord, cdist));
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float dist = sqrt(dot(coord, coord));
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return clamp((cdist.x - dist)*params.geom_cornersmooth, 0.0, 1.0);
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}
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const vec2 CN_OFFSET = vec2(0.5);
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vec2 wgt(vec2 size)
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{
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size = clamp(size, -1.0, 1.0);
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@ -90,29 +273,41 @@ float wgt(float size)
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void main()
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{
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vec2 pix_coord = vTexCoord*param.SourceSize.xy;
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vec2 tc = (floor(pix_coord)+vec2(0.5, 0.5)) * param.SourceSize.zw; // tc = texel coord
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vec2 pos = fract(pix_coord)-vec2(0.5, 0.5); // pos = pixel position
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// Texture coordinates of the texel containing the active pixel.
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vec2 uv = vTexCoord;
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float cval = 1.0;
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if (params.geom_curvature > 0.5)
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{
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uv = transform(vTexCoord);
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cval = corner(uv);
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}
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vec2 pix_coord = uv * params.SourceSize.xy;
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vec2 tc = (floor(pix_coord) + CN_OFFSET) * params.SourceSize.zw; // tc = texel coord
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vec2 pos = fract(pix_coord) - CN_OFFSET; // pos = pixel position
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vec2 dir = sign(pos); // dir = pixel direction
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pos = abs(pos);
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vec2 g1 = dir*vec2( param.SourceSize.z, 0);
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vec2 g2 = dir*vec2( 0, param.SourceSize.w);
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vec2 g1 = dir * vec2(params.SourceSize.z, 0);
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vec2 g2 = dir * vec2( 0, params.SourceSize.w);
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vec3 A = GAMMA_IN(texture(Source, tc ).xyz);
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vec3 B = GAMMA_IN(texture(Source, tc +g1 ).xyz);
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vec3 C = GAMMA_IN(texture(Source, tc +g2).xyz);
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vec3 D = GAMMA_IN(texture(Source, tc +g1+g2).xyz);
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mat2x3 AB = mat2x3(clamp(GAMMA_IN(texture(Source, tc ).xyz), 0.0, 1.0), clamp(GAMMA_IN(texture(Source, tc +g1 ).xyz), 0.0, 1.0));
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mat2x3 CD = mat2x3(clamp(GAMMA_IN(texture(Source, tc +g2).xyz), 0.0, 1.0), clamp(GAMMA_IN(texture(Source, tc +g1+g2).xyz), 0.0, 1.0));
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vec2 dx = vec2(pos.x, 1.0-pos.x) / pix_sizex;
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vec2 dy = vec2(pos.y, 1.0-pos.y) / scan_sizey;
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vec2 wx = wgt(vec2(pos.x, 1.0-pos.x) / pix_sizex);
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vec2 wx = vec2(wgt(dx.x), wgt(dx.y));
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vec2 wy = vec2(wgt(dy.x), wgt(dy.y));
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mat2x3 c = mat2x3(AB * wx, CD * wx);
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vec3 color = (A*wx.x + B*wx.y)*wy.x + (C*wx.x + D*wx.y)*wy.y;
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float c0max = max(c[0].r, max(c[0].g, c[0].b));
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float c1max = max(c[1].r, max(c[1].g, c[1].b));
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color *= COLOR_BOOST;
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float lum0 = mix(CN_BEAM_MIN_WIDTH, CN_BEAM_MAX_WIDTH, c0max);
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float lum1 = mix(CN_BEAM_MIN_WIDTH, CN_BEAM_MAX_WIDTH, c1max);
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FragColor = vec4(GAMMA_OUT(color), 1.0);
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vec2 ssy = mix(vec2(scan_sizey * lum0, scan_sizey * lum1), vec2(scan_sizey), CN_VSCANLINES);
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vec3 color = (c * wgt(vec2(pos.y, 1.0-pos.y) / ssy));
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FragColor = vec4(GAMMA_OUT(color) * vec3(cval), 1.0);
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}
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