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https://github.com/libretro/slang-shaders.git
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49
ntsc/shaders/ntsc-simple/kaizer-lp-small.slang
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49
ntsc/shaders/ntsc-simple/kaizer-lp-small.slang
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#version 450
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layout(push_constant) uniform Push
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{
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float something;
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} params;
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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} global;
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#define OutputSize global.OutputSize
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#define SourceSize global.SourceSize
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#define OriginalSize global.OriginalSize
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#define FrameCount global.FrameCount
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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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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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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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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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{
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vec2 ps = vec2(SourceSize.z,0.0);
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vec3 res = texture(Source,vTexCoord).rgb*0.62;
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res += texture(Source,vTexCoord+ps).rgb*0.39;
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res += texture(Source,vTexCoord+3.0*ps).rgb*-0.1;
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res += texture(Source,vTexCoord+5.0*ps).rgb*0.04;
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FragColor.rgb = res;
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}
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109
ntsc/shaders/ntsc-simple/tiny_ntsc.slang
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109
ntsc/shaders/ntsc-simple/tiny_ntsc.slang
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#version 450
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layout(push_constant) uniform Push
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{
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float comb,ln_delay,d_crawl,sharp_pix;
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} params;
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#pragma parameter comb "Comb Filter Strength" 0.8 0.0 1.0 0.05
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#pragma parameter ln_delay "NES/SNES Line Delay" 1.0 0.0 1.0 1.0
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#pragma parameter d_crawl "NES/SNES Dot Crawl" 1.0 0.0 1.0 1.0
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#pragma parameter sharp_pix "Sharper" 0.0 0.0 1.0 1.0
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#define comb params.comb
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#define ln_delay params.ln_delay
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#define d_crawl params.d_crawl
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#define sharp_pix params.sharp_pix
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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} global;
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#define OutputSize global.OutputSize
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#define SourceSize global.SourceSize
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#define OriginalSize global.OriginalSize
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#define FrameCount global.FrameCount
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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 ogl2pos;
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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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ogl2pos = vTexCoord*SourceSize.xy;
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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 ogl2pos;
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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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#define PI 3.14159265358979323846
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mat3 RGBYUV = mat3(0.299, 0.587, 0.114,
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-0.299, -0.587, 0.886,
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0.701, -0.587, -0.114);
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mat3 YUV2RGB = mat3(1.0, 0.0, 1.13983,
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1.0, -0.39465, -0.58060,
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1.0, 2.03211, 0.0);
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// max 170.666 color "dots" per line
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#define NTSC_RES 170.6666
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void main()
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{
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float pixsize = 0.75;
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if (sharp_pix == 1.0) pixsize = 0.5;
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vec2 dxy = vec2(SourceSize.z*pixsize,0.0);
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vec2 dy = vec2(0.0,SourceSize.w*0.125);
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vec3 final = vec3(0.0);
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float sum = 0.0;
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float timer = 0.0; if (d_crawl == 1.0) timer = mod(float(FrameCount),3.0);
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for (int i=0; i<2; i++)
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{
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float n = float(i);
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float w = exp(-0.15*n*n); // gaussian low pass
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float line_delay = 0.0;
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if (ln_delay == 1.0) line_delay = ogl2pos.y; // snes line delay
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//snes line delay deployed at 170/256, 2/3 of pi(180'), 120' or 1/3 lines as in real snes
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float phase = (ogl2pos.x + n - line_delay +timer)*PI*NTSC_RES/OriginalSize.x;
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// comb filter line
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float phaseup = phase + PI;
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vec3 res = texture(Source,vTexCoord -dxy + dxy*n).rgb*RGBYUV;
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vec3 resup = texture(Source,vTexCoord -dxy + dxy*n +dy).rgb*RGBYUV;
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vec3 carrier = vec3(1.0, sin(phase ), cos(phase));
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vec3 carrierup = vec3(1.0, sin(phaseup), cos(phaseup));
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res *= carrier;
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resup *= carrierup;
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float line = dot(vec3(0.5),res);
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float lineup = dot(vec3(0.5),resup);
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// comb luma is line adding previous line, chroma is cancelled!
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float luma = line + lineup;
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// comb chroma is line subtracting luma we already have!
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float chroma = line - luma*0.5*comb;
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final.r += luma*w;
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final.gb += 2.0*vec2(chroma)*carrier.yz*w;
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sum += w;
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}
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final.rgb /= sum;
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FragColor.rgb = final*YUV2RGB;
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}
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5
ntsc/tiny_ntsc.slangp
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5
ntsc/tiny_ntsc.slangp
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shaders = 2
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shader0 = shaders/ntsc-simple/tiny_ntsc.slang
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shader1 = shaders/ntsc-simple/kaizer-lp-small.slang
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