2023-06-29 21:00:08 +01:00
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/*
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[configuration]
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[OptionRangeFloat]
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GUIName = Bloom factor
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OptionName = BLOOM_FACTOR
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MaxValue = 5.0
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MinValue = 0.0
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DefaultValue = 1.5
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StepAmount = 0.01
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[OptionBool]
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GUIName = Sharper
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OptionName = SHARPER
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DefaultValue = false
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[OptionBool]
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GUIName = Curvature
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OptionName = CURVATURE
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DefaultValue = true
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[OptionRangeFloat]
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GUIName = Horizontal
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OptionName = CURVATURE_X
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DependentOption = CURVATURE
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MaxValue = 1.0
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MinValue = 0.0
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DefaultValue = 0.10
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StepAmount = 0.01
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[OptionRangeFloat]
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GUIName = Vertical
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OptionName = CURVATURE_Y
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DependentOption = CURVATURE
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MaxValue = 1.0
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MinValue = 0.0
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DefaultValue = 0.15
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StepAmount = 0.01
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[OptionBool]
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GUIName = Scanlines
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OptionName = SCANLINES
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DefaultValue = true
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[OptionRangeFloat]
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GUIName = Weight
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OptionName = SCANLINE_WEIGHT
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DependentOption = SCANLINES
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MaxValue = 15.0
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MinValue = 0.0
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DefaultValue = 6.0
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StepAmount = 0.1
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[OptionRangeFloat]
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GUIName = Gap brightness
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OptionName = SCANLINE_GAP_BRIGHTNESS
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DependentOption = SCANLINES
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MaxValue = 1.0
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MinValue = 0.0
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DefaultValue = 0.12
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StepAmount = 0.01
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[OptionBool]
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GUIName = Multisample
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OptionName = MULTISAMPLE
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DependentOption = SCANLINES
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DefaultValue = true
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[OptionBool]
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GUIName = Gamma
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OptionName = GAMMA
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DefaultValue = true
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[OptionBool]
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GUIName = Fake Gamma
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OptionName = FAKE_GAMMA
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DependentOption = GAMMA
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DefaultValue = false
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[OptionRangeFloat]
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GUIName = Input
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OptionName = INPUT_GAMMA
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DependentOption = GAMMA
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MaxValue = 5.0
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MinValue = 0.0
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DefaultValue = 2.4
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StepAmount = 0.01
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[OptionRangeFloat]
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GUIName = Output
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OptionName = OUTPUT_GAMMA
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DependentOption = GAMMA
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MaxValue = 5.0
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MinValue = 0.0
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DefaultValue = 2.2
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StepAmount = 0.01
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[OptionBool]
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GUIName = Shadow mask
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OptionName = SHADOW_MASK
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DefaultValue = true
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[OptionBool]
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GUIName = Trinitron(ish)
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OptionName = MASK_TRINITRON
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DependentOption = SHADOW_MASK
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DefaultValue = true
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[OptionRangeFloat]
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GUIName = Brightness
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OptionName = MASK_BRIGHTNESS
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DependentOption = SHADOW_MASK
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MaxValue = 1.0
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MinValue = 0.0
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DefaultValue = 0.70
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StepAmount = 0.01
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[/configuration]
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*/
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/*
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crt-pi - A Raspberry Pi friendly CRT shader.
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Copyright (C) 2015-2016 davej
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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Notes:
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This shader is designed to work well on Raspberry Pi GPUs (i.e. 1080P @ 60Hz on
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a game with a 4:3 aspect ratio).
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It pushes the Pi's GPU hard and enabling some features will slow it down so that
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it is no longer able to match 1080P @ 60Hz.
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You will need to overclock your Pi to the fastest setting in raspi-config to get
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the best results from this shader: 'Pi2' for Pi2 and 'Turbo' for original Pi and
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Pi Zero.
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Note: Pi2s are slower at running the shader than other Pis, this seems to be
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down to Pi2s lower maximum memory speed.
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Pi2s don't quite manage 1080P @ 60Hz - they drop about 1 in 1000 frames.
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You probably won't notice this, but if you do, try enabling FAKE_GAMMA.
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SCANLINES enables scanlines.
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You'll almost certainly want to use it with MULTISAMPLE to reduce moire effects.
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SCANLINE_WEIGHT defines how wide scanlines are (it is an inverse value so a
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higher number = thinner lines).
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SCANLINE_GAP_BRIGHTNESS defines how dark the gaps between the scan lines are.
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Darker gaps between scan lines make moire effects more likely.
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GAMMA enables gamma correction using the values in INPUT_GAMMA and OUTPUT_GAMMA.
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FAKE_GAMMA causes it to ignore the values in INPUT_GAMMA and OUTPUT_GAMMA and
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approximate gamma correction in a way which is faster than true gamma whilst
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still looking better than having none.
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You must have GAMMA defined to enable FAKE_GAMMA.
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CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y.
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Curvature slows things down a lot.
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By default the shader uses linear blending horizontally. If you find this too
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blury, enable SHARPER.
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BLOOM_FACTOR controls the increase in width for bright scanlines.
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MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how
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much the mask type darkens the screen.
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[MASK_TYPE has been replaced with SHADOW_MASK and MASK_TRINITRON]
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*/
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vec2 Distort(vec2 coord)
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{
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2024-12-19 21:41:03 +00:00
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vec2 CURVATURE_DISTORTION = vec2(GetOption(CURVATURE_X), GetOption(CURVATURE_Y));
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// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
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vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
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2023-06-29 21:00:08 +01:00
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// coord *= screenScale; // not necessary in slang
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coord -= vec2(0.5);
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float rsq = coord.x * coord.x + coord.y * coord.y;
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coord += coord * (CURVATURE_DISTORTION * rsq);
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coord *= barrelScale;
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if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
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coord = vec2(-1.0); // If out of bounds, return an invalid value.
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else
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{
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coord += vec2(0.5);
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// coord /= screenScale; // not necessary in slang
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}
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return coord;
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}
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float CalcScanLineWeight(float dist)
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{
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return max(1.0-dist*dist*GetOption(SCANLINE_WEIGHT), GetOption(SCANLINE_GAP_BRIGHTNESS));
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}
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float filterWidth;
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float CalcScanLine(float dy)
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{
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float scanLineWeight = CalcScanLineWeight(dy);
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if (OptionEnabled(MULTISAMPLE))
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{
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scanLineWeight += CalcScanLineWeight(dy - filterWidth);
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scanLineWeight += CalcScanLineWeight(dy + filterWidth);
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scanLineWeight *= 0.3333333;
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}
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return scanLineWeight;
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}
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void main()
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{
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vec2 vTexCoord = GetCoordinates();
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vec4 OutputSize = vec4(GetWindowResolution(), GetInvWindowResolution());
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vec4 SourceSize = vec4(GetResolution(), GetInvResolution());
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filterWidth = (SourceSize.y * OutputSize.w) * 0.333333333;
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vec2 texcoord = vTexCoord;
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if (OptionEnabled(CURVATURE))
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{
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texcoord = Distort(texcoord);
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if (texcoord.x < 0.0)
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{
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SetOutput(vec4(0.0));
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return;
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}
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}
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vec2 texcoordInPixels = texcoord * SourceSize.xy;
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vec2 tc;
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float scanLineWeight;
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if (OptionEnabled(SHARPER))
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{
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vec2 tempCoord = floor(texcoordInPixels) + 0.5;
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vec2 coord = tempCoord * SourceSize.zw;
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vec2 deltas = texcoordInPixels - tempCoord;
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scanLineWeight = CalcScanLine(deltas.y);
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vec2 signs = sign(deltas);
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deltas = abs(deltas) * 2.0;
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deltas.x = deltas.x * deltas.x;
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deltas.y = deltas.y * deltas.y * deltas.y;
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deltas *= 0.5 * SourceSize.zw * signs;
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tc = coord + deltas;
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}
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else
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{
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float tempCoord = floor(texcoordInPixels.y) + 0.5;
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float coord = tempCoord * SourceSize.w;
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float deltas = texcoordInPixels.y - tempCoord;
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scanLineWeight = CalcScanLine(deltas);
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float signs = sign(deltas);
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deltas = abs(deltas) * 2.0;
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deltas = deltas * deltas * deltas;
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deltas *= 0.5 * SourceSize.w * signs;
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tc = vec2(texcoord.x, coord + deltas);
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}
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vec3 colour = SampleLocation(tc).rgb;
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if (OptionEnabled(SCANLINES))
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{
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if (OptionEnabled(GAMMA))
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{
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if (OptionEnabled(FAKE_GAMMA))
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colour = colour * colour;
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else
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colour = pow(colour, vec3(GetOption(INPUT_GAMMA)));
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}
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/* Apply scanlines */
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scanLineWeight *= GetOption(BLOOM_FACTOR);
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colour *= scanLineWeight;
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if (OptionEnabled(GAMMA))
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{
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if (OptionEnabled(FAKE_GAMMA))
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colour = sqrt(colour);
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else
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colour = pow(colour, vec3(1.0/GetOption(OUTPUT_GAMMA)));
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}
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}
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if (OptionEnabled(SHADOW_MASK))
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{
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if (OptionEnabled(MASK_TRINITRON))
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{
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/* Trinitron(ish) */
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float whichMask = fract((vTexCoord.x * OutputSize.x) * 0.3333333);
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vec3 mask = vec3(GetOption(MASK_BRIGHTNESS));
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if (whichMask < 0.3333333) mask.r = 1.0;
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else if (whichMask < 0.6666666) mask.g = 1.0;
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else mask.b = 1.0;
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colour *= mask;
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}
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else
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{
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/* Green/magenta */
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float whichMask = fract((vTexCoord.x * OutputSize.x) * 0.5);
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vec3 mask = vec3(1.0);
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if (whichMask < 0.5) mask.rb = vec2(GetOption(MASK_BRIGHTNESS));
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else mask.g = GetOption(MASK_BRIGHTNESS);
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colour *= mask;
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}
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}
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SetOutput(vec4(colour, 1.0));
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}
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