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add crt-nes-mini
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3
crt/crt-nes-mini.slangp
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3
crt/crt-nes-mini.slangp
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shaders = 1
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shader0 = shaders/crt-nes-mini.slang
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50
crt/shaders/crt-nes-mini.slang
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crt/shaders/crt-nes-mini.slang
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#version 450
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layout(push_constant) uniform Push
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{
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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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float BRIGHTBOOST;
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float INTENSITY;
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float SCANTHICK;
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} params;
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#pragma parameter SCANTHICK "Scanline Thickness" 2.0 2.0 4.0 2.0
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#pragma parameter INTENSITY "Scanline Intensity" 0.15 0.0 1.0 0.01
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#pragma parameter BRIGHTBOOST "Luminance Boost" 0.15 0.0 1.0 0.01
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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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#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;
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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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vec3 texel = texture(Source, vTexCoord.xy).rgb;
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vec3 pixelHigh = ((1.0 + params.BRIGHTBOOST) - (0.2 * texel)) * texel;
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vec3 pixelLow = ((1.0 - params.INTENSITY) + (0.1 * texel)) * texel;
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float selectY = mod(vTexCoord.y * params.SCANTHICK * params.SourceSize.y, 2.0);
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float selectHigh = step(1.0, selectY);
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float selectLow = 1.0 - selectHigh;
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vec3 pixelColor = (selectLow * pixelLow) + (selectHigh * pixelHigh);
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FragColor = vec4(pixelColor, 1.0);
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}
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