mirror of
https://github.com/Abdess/retroarch_system.git
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297 lines
10 KiB
GLSL
297 lines
10 KiB
GLSL
#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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varying vec2 vTexCoord;
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uniform sampler2D uTex;
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uniform float resX;
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uniform float resY;
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/*
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Hyllian's CRT Shader
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Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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// Uncomment to enable anti-ringing to horizontal filter.
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//#define ANTI_RINGING
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// Comment next line if you don't desire the phosphor effect.
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//#define PHOSPHOR
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// Uncomment to enable adjustment of red and green saturation.
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//#define RED_GREEN_CONTROL
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#define InputGamma 2.4
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#define OutputGamma 2.2
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#define RED_BOOST 1.0
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#define GREEN_BOOST 1.0
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#define SCANLINES_STRENGTH 0.72
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#define BEAM_MIN_WIDTH 0.86
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#define BEAM_MAX_WIDTH 1.0
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#define COLOR_BOOST 1.5
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#define CRT_TV_BLUE_TINT 1.0
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#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
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#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
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const vec3 dtt = vec3(65536.0,255.0,1.0);
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// Horizontal cubic filter.
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// Some known filters use these values:
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// B = 0.0, C = 0.0 => Hermite cubic filter.
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// B = 1.0, C = 0.0 => Cubic B-Spline filter.
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// B = 0.0, C = 0.5 => Catmull-Rom Spline filter. This is the default used in this shader.
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// B = C = 1.0/3.0 => Mitchell-Netravali cubic filter.
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// B = 0.3782, C = 0.3109 => Robidoux filter.
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// B = 0.2620, C = 0.3690 => Robidoux Sharp filter.
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// B = 0.36, C = 0.28 => My best config for ringing elimination in pixel art (Hyllian).
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// For more info, see: http://www.imagemagick.org/Usage/img_diagrams/cubic_survey.gif
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// Change these params to configure the horizontal filter.
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const float B = 0.0;
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const float C = 0.5;
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/*
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const mat4 invX = mat4( (-B - 6.0*C)/6.0, (3.0*B + 12.0*C)/6.0, (-3.0*B - 6.0*C)/6.0, B/6.0,
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(12.0 - 9.0*B - 6.0*C)/6.0, (-18.0 + 12.0*B + 6.0*C)/6.0, 0.0, (6.0 - 2.0*B)/6.0,
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-(12.0 - 9.0*B - 6.0*C)/6.0, (18.0 - 15.0*B - 12.0*C)/6.0, (3.0*B + 6.0*C)/6.0, B/6.0,
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(B + 6.0*C)/6.0, -C, 0.0, 0.0);
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*/
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const mat4 invX = mat4( (-B - 6.0*C)/6.0, (12.0 - 9.0*B - 6.0*C)/6.0, -(12.0 - 9.0*B - 6.0*C)/6.0, (B + 6.0*C)/6.0,
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(3.0*B + 12.0*C)/6.0, (-18.0 + 12.0*B + 6.0*C)/6.0, (18.0 - 15.0*B - 12.0*C)/6.0, -C,
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(-3.0*B - 6.0*C)/6.0, 0.0, (3.0*B + 6.0*C)/6.0, 0.0,
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B/6.0, (6.0 - 2.0*B)/6.0, B/6.0, 0.0);
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/*
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const static float4x4 invX = float4x4( (-B - 6.0*C)/6.0, (3.0*B + 12.0*C)/6.0, (-3.0*B - 6.0*C)/6.0, B/6.0,
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(12.0 - 9.0*B - 6.0*C)/6.0, (-18.0 + 12.0*B + 6.0*C)/6.0, 0.0, (6.0 - 2.0*B)/6.0,
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-(12.0 - 9.0*B - 6.0*C)/6.0, (18.0 - 15.0*B - 12.0*C)/6.0, (3.0*B + 6.0*C)/6.0, B/6.0,
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(B + 6.0*C)/6.0, -C, 0.0, 0.0);
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*/
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const float halfpi = 1.5707963267948966192313216916398;
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const float pi = 3.1415926535897932384626433832795;
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const float JINC2_WINDOW_SINC = 0.42;
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const float JINC2_SINC = 0.92;
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const float wa = JINC2_WINDOW_SINC*pi;
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const float wb = JINC2_SINC*pi;
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const float JINC2_AR_STRENGTH = 0.8;
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/*
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const vec2 OGLSize = vec2( 4096.0, 2048.0 );
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const vec2 OGLInvSize = vec2( 1.0/4096.0, 1.0/2048.0 );
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const vec2 dx = vec2( 1.0/4096.0, 0.0 );
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const vec2 dy = vec2( 0.0, 1.0/2048.0 );
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*/
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/*
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const vec2 OGLSize = vec2( 1024.0, 512.0);
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const vec2 OGLInvSize = vec2( 0.0009765625, 0.001953125);
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const vec2 dx = vec2( 0.0009765625, 0.0);
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const vec2 dy = vec2( 0.0, 0.001953125 );
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*/
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//uniform vec4 OGL2InvSize;
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//uniform vec4 OGL2Size;
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float reduce(vec3 A)
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{
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return dot(A, dtt);
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}
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// Calculates the distance between two points
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float d(vec2 pt1, vec2 pt2)
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{
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vec2 v = pt2 - pt1;
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return sqrt(dot(v,v));
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}
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vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
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{
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return min(a, min(b, min(c, d)));
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}
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vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
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{
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return max(a, max(b, max(c, d)));
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}
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vec4 resampler(vec4 x)
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{
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vec4 res;
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res = (x==vec4(0.0, 0.0, 0.0, 0.0)) ? vec4(wa*wb) : sin(x*wa)*sin(x*wb)/(x*x);
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return res;
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}
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void main()
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{
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vec3 color, E;
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vec2 OGL2InvSize = vec2(resX, resY);
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vec2 OGL2Size = 1.0/OGL2InvSize;
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vec2 dx = vec2(OGL2InvSize.x,0.0);
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vec2 dy = vec2(0.0, OGL2InvSize.y);
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vec2 pix_coord = vTexCoord.xy*OGL2Size+vec2(-0.5,0.5);
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vec2 tex = (floor(vTexCoord.xy*OGL2Size) + vec2(0.5, 0.5))*OGL2InvSize;
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vec2 tc = (floor(pix_coord)+vec2(0.5,0.5))*OGL2InvSize;
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vec2 fp = fract(pix_coord*0.25);
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vec3 c00 = GAMMA_IN(texture2D(uTex, tc - dx - dy).xyz);
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vec3 c01 = GAMMA_IN(texture2D(uTex, tc - dy).xyz);
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vec3 c02 = GAMMA_IN(texture2D(uTex, tc + dx - dy).xyz);
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vec3 c03 = GAMMA_IN(texture2D(uTex, tc + 2.0*dx - dy).xyz);
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vec3 c10 = GAMMA_IN(texture2D(uTex, tc - dx).xyz);
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vec3 c11 = GAMMA_IN(texture2D(uTex, tc ).xyz);
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vec3 c12 = GAMMA_IN(texture2D(uTex, tc + dx).xyz);
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vec3 c13 = GAMMA_IN(texture2D(uTex, tc + 2.0*dx).xyz);
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color = E = GAMMA_IN(texture2D(uTex, vTexCoord.xy).xyz);
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vec3 F0 = texture2D(uTex, tex +dx+0.25*dx +0.25*dy).xyz;
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vec3 F1 = texture2D(uTex, tex +dx+0.25*dx -0.25*dy).xyz;
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vec3 F2 = texture2D(uTex, tex +dx-0.25*dx -0.25*dy).xyz;
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vec3 F3 = texture2D(uTex, tex +dx-0.25*dx +0.25*dy).xyz;
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vec3 H0 = texture2D(uTex, tex +0.25*dx +0.25*dy+dy).xyz;
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vec3 H1 = texture2D(uTex, tex +0.25*dx -0.25*dy+dy).xyz;
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vec3 H2 = texture2D(uTex, tex -0.25*dx -0.25*dy+dy).xyz;
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vec3 H3 = texture2D(uTex, tex -0.25*dx +0.25*dy+dy).xyz;
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float f0 = reduce(F0);
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float f1 = reduce(F1);
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float f2 = reduce(F2);
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float f3 = reduce(F3);
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float h0 = reduce(H0);
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float h1 = reduce(H1);
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float h2 = reduce(H2);
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float h3 = reduce(H3);
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bool block_3d = ((f0==f1)&&(f1==f2)&&(f2==f3)&&(h0==h1)&&(h1==h2)&&(h2==h3));
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#ifdef ANTI_RINGING
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// Get min/max samples
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vec3 min_sample = min(min(c01,c11), min(c02,c12));
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vec3 max_sample = max(max(c01,c11), max(c02,c12));
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// vec3 min_sample = min(min(c01,c11), min(c02,c12)) + (c10-c11)*(c12-c13);
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// vec3 max_sample = max(max(c01,c11), max(c02,c12)) - (c10-c11)*(c12-c13);
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#endif
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mat4 color_matrix0 = mat4(vec4(c00,1.0), vec4(c01,1.0), vec4(c02,1.0), vec4(c03,1.0));
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mat4 color_matrix1 = mat4(vec4(c10,1.0), vec4(c11,1.0), vec4(c12,1.0), vec4(c13,1.0));
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vec4 lobes = vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0);
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vec4 invX_Px = invX * lobes;
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vec3 color0 = (color_matrix0 * invX_Px).xyz;
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vec3 color1 = (color_matrix1 * invX_Px).xyz;
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/*
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vec4 invX_Px = vec4(dot(invX[0], poli), dot(invX[1], poli), dot(invX[2], poli), dot(invX[3], poli));
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vec3 color0 = vec3(dot(color_matrix0[0], invX_Px), dot(color_matrix0[1], invX_Px), dot(color_matrix0[2], invX_Px));
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vec3 color1 = vec3(dot(color_matrix1[0], invX_Px), dot(color_matrix1[1], invX_Px), dot(color_matrix1[2], invX_Px));
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*/
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/*
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float4x3 color_matrix0 = float4x3(c00, c01, c02, c03);
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float4x3 color_matrix1 = float4x3(c10, c11, c12, c13);
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float4 invX_Px = mul(invX, float4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0));
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float3 color0 = mul(invX_Px, color_matrix0);
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float3 color1 = mul(invX_Px, color_matrix1);
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*/
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#ifdef ANTI_RINGING
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// Anti-ringing
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color0 = clamp(color0, min_sample, max_sample);
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color1 = clamp(color1, min_sample, max_sample);
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#endif
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float pos0 = fp.y;
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float pos1 = 1.0 - fp.y;
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vec3 lum0 = mix(vec3(BEAM_MIN_WIDTH), vec3(BEAM_MAX_WIDTH), color0);
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vec3 lum1 = mix(vec3(BEAM_MIN_WIDTH), vec3(BEAM_MAX_WIDTH), color1);
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vec3 d0 = clamp(pos0/(lum0+0.0000001), 0.0, 1.0);
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vec3 d1 = clamp(pos1/(lum1+0.0000001), 0.0, 1.0);
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d0 = exp(-10.0*SCANLINES_STRENGTH*d0*d0);
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d1 = exp(-10.0*SCANLINES_STRENGTH*d1*d1);
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color = clamp(color0*d0+color1*d1, 0.0, 1.0);
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color *= COLOR_BOOST;
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#ifdef RED_GREEN_CONTROL
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color.rgb *= vec3(RED_BOOST, GREEN_BOOST, CRT_TV_BLUE_TINT);
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#else
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color.b *= CRT_TV_BLUE_TINT;
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#endif
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#ifdef PHOSPHOR
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float mod_factor = VAR.texCoord.x * IN.output_size.x * IN.texture_size.x / IN.video_size.x;
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vec3 dotMaskWeights = mix(
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vec3(1.0, 0.7, 1.0),
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vec3(0.7, 1.0, 0.7),
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floor(fmod(mod_factor, 2.0))
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);
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color.rgb *= dotMaskWeights;
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#endif
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color = block_3d ? color : E;
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color = GAMMA_OUT(color);
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// final sum and weight normalization
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gl_FragColor.xyz = color;
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}
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