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https://github.com/libretro/slang-shaders.git
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add cgwg-famicom-geom and move all raw palette shaders into a new subdir
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@ -1,6 +1,6 @@
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shaders = 5
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shader0 = shaders/famicom-raw-cgwg/composite-encode.slang
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shader0 = shaders/cgwg-famicom-geom/composite-encode.slang
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filter_linear0 = false
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scale_type0 = source
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scale_x0 = 2.0
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@ -8,18 +8,18 @@ frame_count_mod0 = 2
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alias0 = encode_pass
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float_framebuffer0 = true
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shader1 = shaders/famicom-raw-cgwg/lowpass-notch-decode-yiq.slang
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shader1 = shaders/cgwg-famicom-geom/lowpass-notch-decode-yiq.slang
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frame_count_mod1 = 2
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filter_linear1 = false
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float_framebuffer1 = true
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shader2 = shaders/famicom-raw-cgwg/adaptive-comb-decode.slang
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shader2 = shaders/cgwg-famicom-geom/adaptive-comb-decode.slang
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filter_linear2 = false
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frame_count_mod2 = 2
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float_framebuffer2 = true
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shader3 = shaders/famicom-raw-cgwg/lowpass-chroma.slang
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shader3 = shaders/cgwg-famicom-geom/lowpass-chroma.slang
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filter_linear3 = false
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float_framebuffer3 = true
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shader4 = shaders/famicom-raw-cgwg/crt-geom-famicom.slang
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shader4 = shaders/cgwg-famicom-geom/crt-geom-famicom.slang
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@ -1,7 +1,7 @@
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shaders = 3
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shader0 = ../misc/nes-color-decoder.slang
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shader1 = shaders/ntsc-pass1-composite-3phase.slang
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shader2 = shaders/ntsc-pass2-3phase.slang
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shader0 = shaders/nes-color-decoder.slang
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shader1 = ../ntsc/shaders/ntsc-pass1-composite-3phase.slang
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shader2 = ../ntsc/shaders/ntsc-pass2-3phase.slang
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filter_linear0 = false
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filter_linear1 = false
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@ -1,13 +1,10 @@
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#version 450
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#pragma format R32_UINT
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#pragma name encode_pass
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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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vec4 SourceSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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@ -31,12 +28,26 @@ 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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bool wave (int p, int color)
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{
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return ((color + p + 8) % 12 < 6);
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}
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void main()
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{
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/* original palette decode for historical purposes:
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uint n = uint(texture(Source, vTexCoord).r);
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uint color = n & 0xfu;
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uint level = color < 0xeu ? (n>>4u)&3u : 1u;
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uint emphasis = n >> 6u;
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uint emphasis = n >> 6u;
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*/
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vec4 c = texture(Source, vTexCoord.xy);
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// Extract the chroma, level, and emphasis from the normalized RGB triplet
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int color = int(floor((c.r * 15.0) + 0.5));
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int level = int(floor((c.g * 3.0) + 0.5));
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int emphasis = int(floor((c.b * 7.0) + 0.5));
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const float levels[] = float[](0.350, 0.518, 0.962, 1.550,
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1.094, 1.506, 1.962, 1.962);
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36
nes_raw_palette/shaders/cgwg-famicom-geom/int_stock.slang
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36
nes_raw_palette/shaders/cgwg-famicom-geom/int_stock.slang
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@ -0,0 +1,36 @@
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#version 450
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#pragma format R32_UINT
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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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} 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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} 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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FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0);
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}
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Before Width: | Height: | Size: 849 B After Width: | Height: | Size: 849 B |
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