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Merge pull request #73 from Monroe88/handheld-color
Handheld color shader updates
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commit
b17e116f35
6
handheld/gbc-gambatte-color.slangp
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6
handheld/gbc-gambatte-color.slangp
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@ -0,0 +1,6 @@
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shaders = 1
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shader0 = shaders/color/gbc-gambatte-color.slang
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filter_linear0 = false
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scale_type_0 = source
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scale0 = 1.0
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@ -29,4 +29,4 @@ gain = "1.500000"
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gamma = "2.200000"
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blacklevel = "0.000000"
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ambient = "0.000000"
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BGR = "1.000000"
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BGR = "0.0"
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@ -24,4 +24,4 @@ gain = "1.500000"
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gamma = "2.200000"
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blacklevel = "0.000000"
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ambient = "0.000000"
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BGR = "1.000000"
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BGR = "0.0"
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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 0.0 2.0 0.05
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#pragma parameter darken_screen "Darken Screen" 0.5 -0.25 2.0 0.05
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#define target_gamma 2.2
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#define display_gamma 2.2
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@ -31,15 +31,15 @@ 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 0.81
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#define g 0.67
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#define b 0.73
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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 0.15
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#define gr 0.23
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#define gb 0.12
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#define br -0.04
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#define bg 0.24
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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 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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@ -3,13 +3,18 @@
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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.
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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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} 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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@ -18,18 +23,22 @@ 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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#define target_gamma 2.2
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#define display_gamma 2.2
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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 0.66667
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#define rg 0.00
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#define rb 0.18039
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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 0.05882
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#define bg 0.24314
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#define br 0.0
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#define bg 0.275000
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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@ -49,14 +58,14 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec4 screen = texture(Source, vTexCoord);
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vec4 screen = pow(texture(Source, vTexCoord), vec4(target_gamma + params.darken_screen)).rgba;
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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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// 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 = screen;
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FragColor = pow(screen, vec4(1.0 / display_gamma));
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}
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103
handheld/shaders/color/gbc-gambatte-color.slang
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103
handheld/shaders/color/gbc-gambatte-color.slang
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#version 450
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/*
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Gambatte Color
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A Slang/GLSL port of the color correction option on Gambatte emulator
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Ported by: RiskyJumps
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License: Public domain
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*/
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/*
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OPTIONS:
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INT_OPS (default: Disabled)
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It's supposed to be more "accurate" but it's a waste. Not recommended
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*/
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//#define INT_OPS
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/*
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SIMULATE_INT (default: Disabled)
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Only meaningful if INT_OPS is disabled. It truncates floats. Then
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again, it's supposed to be more "accurate" but it looks just
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too similar. It's still a waste. Not recommended.
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*/
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//#define SIMULATE_INT
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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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} 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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vec4 color = texture(Source, vTexCoord);
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#ifdef INT_OPS
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color.rgb *= 255.0;
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int r = (int)color.r;
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int g = (int)color.g;
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int b = (int)color.b;
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int R = (r * 13 + g * 2 + b) >> 4;
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int G = (g * 3 + b) >> 2;
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int B = (r * 3 + g * 2 + b * 11) >> 4;
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color.rgb = vec3((float)R, (float)G, (float)B);
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color.rgb /= 255.0;
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FragColor = color;
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return;
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#else
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mat3 color_correction = mat3(
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13.0, 2.0, 1.0,
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0.0, 3.0, 1.0,
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3.0, 2.0, 11.0
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);
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mat3 scale = mat3(
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1.0/16.0, 0.0, 0.0,
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0.0, 1.0/4.0, 0.0,
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0.0, 0.0, 1.0/16.0
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);
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color_correction *= scale;
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#ifdef SIMULATE_INT
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color.rgb *= 255.0;
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color.rgb = floor(color.rgb);
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color.rgb *= color_correction;
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color.rgb = floor(color.rgb);
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color.rgb /= 255.0;
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FragColor = color;
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return;
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#else
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color.rgb *= color_correction;
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FragColor = color;
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return;
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#endif
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#endif
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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 0.82
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#define g 0.66
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#define b 0.81
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#define rg 0.085
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#define rb 0.085
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#define gr 0.25
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#define gb 0.105
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#define br -0.07
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#define bg 0.255
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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 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 overscan_percent_x 0.0
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#define overscan_percent_y 0.0
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