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https://github.com/libretro/slang-shaders.git
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5e55a8aadb
* Update crt-gdv-mini.slang 1:1 (almost) with glsl
394 lines
10 KiB
Plaintext
394 lines
10 KiB
Plaintext
#version 450
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/*
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CRT - Guest - Nomask w. Curvature
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With work by DariusG to create a cut down extra fast version
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Copyright (C) 2017-2018 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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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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float brightboost;
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float sat;
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float scanline;
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float beam_min;
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float beam_max;
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float h_sharp;
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float shadowMask;
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float masksize;
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float mcut;
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float maskDark;
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float maskLight;
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float CGWG;
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float csize;
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float warpX;
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float warpY;
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float gamma_out;
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float vignette;
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} params;
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// Parameter lines go here:
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#pragma parameter gdv_mini_title "[ GDV MINI - DariusG ]:" 0.0 0.0 1.0 1.0
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#pragma parameter gamma_out "Gamma out" 0.5 0.2 0.6 0.01
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#define gamma_out params.gamma_out
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#pragma parameter brightboost "Bright boost" 1.0 0.5 2.0 0.05
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#define brightboost params.brightboost
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#pragma parameter sat "Saturation adjustment" 1.0 0.0 2.0 0.05
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#define sat params.sat
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#pragma parameter scanline "Scanline Adjust" 8.0 1.0 12.0 1.0
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#define scanline params.scanline
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#pragma parameter beam_min "Scanline Dark" 1.35 0.5 3.0 0.05
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#define beam_min params.beam_min
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#pragma parameter beam_max "Scanline Bright" 1.05 0.5 3.0 0.05
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#define beam_max params.beam_max
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#pragma parameter h_sharp "Horizontal Sharpness" 2.0 1.0 5.0 0.05
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#define h_sharp params.h_sharp
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#pragma parameter shadowMask "CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:Trinitron" 0.0 -1.0 10.0 1.0
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#define shadowMask params.shadowMask
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#pragma parameter masksize "CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 2.0 1.0
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#define masksize params.masksize
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#pragma parameter mcut "Mask 5-7-10 cutoff" 0.2 0.0 0.5 0.05
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#define mcut params.mcut
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#pragma parameter maskDark "Lottes maskDark" 0.5 0.0 2.0 0.1
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#define maskDark params.maskDark
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#pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.1
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#define maskLight params.maskLight
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#pragma parameter CGWG "CGWG Mask Str." 0.4 0.0 1.0 0.1
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#define CGWG params.CGWG
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#pragma parameter warpX "CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
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#define warpX params.warpX
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#pragma parameter warpY "CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
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#define warpY params.warpY
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#pragma parameter vignette "Vignette On/Off" 0.0 0.0 1.0 1.0
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#define vignette params.vignette
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#define lumweight vec3(0.22,0.7,0.08)
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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 FinalViewportSize;
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vec4 OutputSize;
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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 * 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 = 1) in float maskFade;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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float sw (float y, float l)
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{
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float scan = mix(scanline-2.0, scanline, y);
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float tmp = mix(beam_min, beam_max, l);
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float ex = y*tmp;
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return exp2(-scan*ex*ex);
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}
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// Shadow mask (1-4 from PD CRT Lottes shader).
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vec3 Mask(vec2 pos, vec3 c)
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{
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pos = floor(pos / masksize);
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vec3 mask = vec3(maskDark, maskDark, maskDark);
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// No mask
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if (shadowMask == -1.0)
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{
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mask = vec3(1.0);
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}
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// Phosphor.
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else if (shadowMask == 0.0)
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{
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pos.x = fract(pos.x*0.5);
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float mc = 1.0 - CGWG;
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if (pos.x < 0.5) { mask.r = 1.1; mask.g = mc; mask.b = 1.1; }
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else { mask.r = mc; mask.g = 1.1; mask.b = mc; }
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}
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// Very compressed TV style shadow mask.
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else if (shadowMask == 1.0)
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{
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float line = maskLight;
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float odd = 0.0;
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if (fract(pos.x/6.0) < 0.5)
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odd = 1.0;
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if (fract((pos.y + odd)/2.0) < 0.5)
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line = maskDark;
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) mask.b = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.r = maskLight;
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mask*=line;
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}
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// Aperture-grille.
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else if (shadowMask == 2.0)
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{
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) mask.b = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.r = maskLight;
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}
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// Stretched VGA style shadow mask (same as prior shaders).
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else if (shadowMask == 3.0)
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{
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x/6.0);
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if (pos.x < 0.333) mask.b = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.r = maskLight;
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}
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// VGA style shadow mask.
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else if (shadowMask == 4.0)
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{
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pos.xy = floor(pos.xy*vec2(1.0, 0.5));
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x/6.0);
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if (pos.x < 0.333) mask.b = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.r = maskLight;
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}
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// Alternate mask 5
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else if (shadowMask == 5.0)
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{
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float mx = max(max(c.r,c.g),c.b);
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vec3 maskTmp = vec3( min( 1.25*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.2*(1.0-maskDark)*mx));
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float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
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mask = maskTmp;
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pos.x = fract(pos.x/2.0);
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if (pos.x < 0.5)
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{ mask.r = adj;
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mask.b = adj;
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}
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else mask.g = adj;
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}
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// Alternate mask 6
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else if (shadowMask == 6.0)
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{
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float mx = max(max(c.r,c.g),c.b);
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vec3 maskTmp = vec3( min( 1.33*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.225*(1.0-maskDark)*mx));
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float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
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mask = maskTmp;
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) mask.r = adj;
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else if (pos.x < 0.666) mask.g = adj;
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else mask.b = adj;
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}
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// Alternate mask 7
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else if (shadowMask == 7.0)
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{
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float mc = 1.0 - CGWG;
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float mx = max(max(c.r,c.g),c.b);
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float maskTmp = min(1.6*max(mx-mcut,0.0)/(1.0-mcut) , mc);
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mask = vec3(maskTmp);
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pos.x = fract(pos.x/2.0);
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if (pos.x < 0.5) mask = vec3(1.0 + 0.6*(1.0-mx));
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}
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else if (shadowMask == 8.0)
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{
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float line = maskLight;
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float odd = 0.0;
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if (fract(pos.x/4.0) < 0.5)
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odd = 1.0;
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if (fract((pos.y + odd)/2.0) < 0.5)
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line = maskDark;
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pos.x = fract(pos.x/2.0);
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if (pos.x < 0.5) {mask.r = maskLight; mask.b = maskLight;}
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else mask.g = maskLight;
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mask*=line;
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}
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else if (shadowMask == 9.0)
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{
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vec3 Mask = vec3(maskDark);
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float bright = maskLight;
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float left = 0.0;
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if (fract(pos.x/6.0) < 0.5)
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left = 1.0;
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float m = fract(pos.x/3.0);
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if (m < 0.3333) Mask.b = 0.9;
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else if (m < 0.6666) Mask.g = 0.9;
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else Mask.r = 0.9;
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if (mod(pos.y,2.0)==1.0 && left == 1.0 || mod(pos.y,2.0)==0.0 && left == 0.0 ) Mask*=bright;
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return Mask;
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}
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else if (shadowMask == 10.0)
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{
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vec3 Mask = vec3(maskDark);
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float line = maskLight;
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float odd = 0.0;
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if (fract(pos.x/6.0) < 0.5)
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odd = 1.0;
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if (fract((pos.y + odd)/2.0) < 0.5)
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line = 1.0;
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float m = fract(pos.x/3.0);
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float y = fract(pos.y/2.0);
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if (m > 0.3333) {Mask.r = 1.0; Mask.b = 1.0;}
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else if (m > 0.6666) Mask.g = 1.0;
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else Mask = vec3(mcut);
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if (m>0.333) Mask*=line;
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return Mask;
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}
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return mask;
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}
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mat3 vign( float l )
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{
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vec2 vpos = vTexCoord;
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vpos *= 1.0 - vpos.xy;
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float vig = vpos.x * vpos.y * 45.0;
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vig = min(pow(vig, 0.15), 1.0);
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if (vignette == 0.0) vig=1.0;
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return mat3(vig, 0, 0,
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0, vig, 0,
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0, 0, vig);
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}
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// Distortion of scanlines, and end of screen alpha.
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vec2 Warp(vec2 pos)
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{
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pos = pos*2.0-1.0;
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pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY);
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return pos*0.5 + 0.5;
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}
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vec3 saturation (vec3 textureColor)
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{
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float lum=length(textureColor.rgb)*0.5775;
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vec3 luminanceWeighting = vec3(0.3,0.6,0.1);
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if (lum<0.5) luminanceWeighting.rgb=(luminanceWeighting.rgb*luminanceWeighting.rgb)+(luminanceWeighting.rgb*luminanceWeighting.rgb);
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float luminance = dot(textureColor.rgb, luminanceWeighting);
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vec3 greyScaleColor = vec3(luminance);
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vec3 res = vec3(mix(greyScaleColor, textureColor.rgb, sat));
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return res;
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}
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void main()
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{
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vec2 pos = Warp(vTexCoord);
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// HSM Added
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vec4 SourceSize = params.SourceSize;
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vec2 ps = SourceSize.zw;
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vec2 OGL2Pos = pos * SourceSize.xy;
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vec2 fp = fract(OGL2Pos);
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vec2 dx = vec2(ps.x,0.0);
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vec2 dy = vec2(0.0, ps.y);
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vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
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// Reading the texels
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vec3 ul = texture(Source, pC4 ).xyz;
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vec3 ur = texture(Source, pC4 + dx).xyz;
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vec3 dl = texture(Source, pC4 + dy).xyz;
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vec3 dr = texture(Source, pC4 + ps).xyz;
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float lx = fp.x; lx = pow(lx, h_sharp);
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float rx = 1.0 - fp.x; rx = pow(rx, h_sharp);
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vec3 color1 = (ur*lx + ul*rx)/(lx+rx);
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vec3 color2 = (dr*lx + dl*rx)/(lx+rx);
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color1 *=color1; color2 *=color2;
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// calculating scanlines
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float f = fp.y; if (params.OriginalSize.y > 400.0) f=1.0;
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float luma1 = dot(color1,lumweight);
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float luma2 = dot(color2,lumweight);
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vec3 color = color1*sw(f,luma1) + color2*sw(1.0-f,luma2);
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color = color * Mask(vTexCoord * global.OutputSize.xy, color);
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float lum = dot(color,lumweight);
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color = pow(color, vec3(gamma_out));
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color*= mix(1.0,brightboost,lum);
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color = saturation(color);
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color*= vign(lum);
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FragColor = vec4(color, 1.0);
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}
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