millores en els presets
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@@ -31,6 +31,9 @@ out vec4 FragColor;
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// Uniforms
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uniform sampler2D Texture;
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uniform vec2 TextureSize;
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uniform float uVignette; // 0 = sin viñeta, 1 = máxima
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uniform float uScanlines; // 0 = desactivadas, 1 = plenas
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uniform float uChroma; // 0 = sin aberración, 1 = máxima
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#if defined(CURVATURE)
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vec2 Distort(vec2 coord)
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@@ -111,7 +114,11 @@ void main()
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vec2 tc = vec2(texcoord.x, yCoord + dy);
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#endif
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vec3 colour = texture(Texture, tc).rgb;
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float ca = uChroma * 0.005;
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vec3 colour;
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colour.r = texture(Texture, tc + vec2(ca, 0.0)).r;
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colour.g = texture(Texture, tc).g;
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colour.b = texture(Texture, tc - vec2(ca, 0.0)).b;
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#if defined(SCANLINES)
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#if defined(GAMMA)
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@@ -122,7 +129,7 @@ void main()
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#endif
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#endif
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scanLineWeight *= BLOOM_FACTOR;
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colour *= scanLineWeight;
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colour *= mix(1.0, scanLineWeight, uScanlines);
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#if defined(GAMMA)
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#if defined(FAKE_GAMMA)
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@@ -133,6 +140,12 @@ void main()
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#endif
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#endif
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if (uVignette > 0.0) {
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vec2 uv = texcoord - vec2(0.5);
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float vig = 1.0 - dot(uv, uv) * uVignette * 4.0;
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colour *= clamp(vig, 0.0, 1.0);
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}
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#if MASK_TYPE == 0
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FragColor = vec4(colour, 1.0);
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#elif MASK_TYPE == 1
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@@ -34,6 +34,9 @@ out vec4 FragColor;
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// Uniforms
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uniform sampler2D Texture;
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uniform vec2 TextureSize;
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uniform float uVignette; // 0 = sin viñeta, 1 = máxima
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uniform float uScanlines; // 0 = desactivadas, 1 = plenas
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uniform float uChroma; // 0 = sin aberración, 1 = máxima
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#if defined(CURVATURE)
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vec2 Distort(vec2 coord)
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@@ -114,7 +117,11 @@ void main()
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vec2 tc = vec2(texcoord.x, yCoord + dy);
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#endif
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vec3 colour = texture(Texture, tc).rgb;
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float ca = uChroma * 0.005;
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vec3 colour;
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colour.r = texture(Texture, tc + vec2(ca, 0.0)).r;
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colour.g = texture(Texture, tc).g;
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colour.b = texture(Texture, tc - vec2(ca, 0.0)).b;
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#if defined(SCANLINES)
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#if defined(GAMMA)
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@@ -125,7 +132,7 @@ void main()
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#endif
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#endif
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scanLineWeight *= BLOOM_FACTOR;
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colour *= scanLineWeight;
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colour *= mix(1.0, scanLineWeight, uScanlines);
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#if defined(GAMMA)
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#if defined(FAKE_GAMMA)
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@@ -136,6 +143,12 @@ void main()
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#endif
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#endif
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if (uVignette > 0.0) {
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vec2 uv = texcoord - vec2(0.5);
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float vig = 1.0 - dot(uv, uv) * uVignette * 4.0;
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colour *= clamp(vig, 0.0, 1.0);
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}
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#if MASK_TYPE == 0
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FragColor = vec4(colour, 1.0);
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#elif MASK_TYPE == 1
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