- Provant el shader crt-pi
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27
crtpi.glsl
27
crtpi.glsl
@@ -41,7 +41,7 @@ MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how
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#define MULTISAMPLE
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#define GAMMA
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//#define FAKE_GAMMA
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//#define CURVATURE
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#define CURVATURE
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//#define SHARPER
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// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
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#define MASK_TYPE 1
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@@ -64,8 +64,8 @@ uniform COMPAT_PRECISION float BLOOM_FACTOR;
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uniform COMPAT_PRECISION float INPUT_GAMMA;
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uniform COMPAT_PRECISION float OUTPUT_GAMMA;
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#else
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#define CURVATURE_X 0.10
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#define CURVATURE_Y 0.25
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#define CURVATURE_X 0.25
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#define CURVATURE_Y 0.45
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#define MASK_BRIGHTNESS 0.70
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#define SCANLINE_WEIGHT 6.0
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#define SCANLINE_GAP_BRIGHTNESS 0.12
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@@ -78,7 +78,7 @@ uniform COMPAT_PRECISION float OUTPUT_GAMMA;
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- GLSL compilers
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*/
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uniform vec2 TextureSize;
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//uniform vec2 TextureSize;
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#if defined(CURVATURE)
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varying vec2 screenScale;
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#endif
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@@ -86,20 +86,20 @@ varying vec2 TEX0;
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varying float filterWidth;
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#if defined(VERTEX)
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uniform mat4 MVPMatrix;
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attribute vec4 VertexCoord;
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attribute vec2 TexCoord;
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uniform vec2 InputSize;
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uniform vec2 OutputSize;
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//uniform mat4 MVPMatrix;
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//attribute vec4 VertexCoord;
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//attribute vec2 TexCoord;
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//uniform vec2 InputSize;
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//uniform vec2 OutputSize;
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void main()
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{
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#if defined(CURVATURE)
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screenScale = TextureSize / InputSize;
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screenScale = vec2(1.0, 1.0); //TextureSize / InputSize;
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#endif
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filterWidth = (InputSize.y / OutputSize.y) / 3.0;
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TEX0 = TexCoord*1.0001;
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gl_Position = MVPMatrix * VertexCoord;
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filterWidth = (768.0 / 240.0) / 3.0;
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TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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#elif defined(FRAGMENT)
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@@ -146,6 +146,7 @@ float CalcScanLine(float dy)
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void main()
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{
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vec2 TextureSize = vec2(320.0, 240.0);
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#if defined(CURVATURE)
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vec2 texcoord = Distort(TEX0);
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if (texcoord.x < 0.0)
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