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https://github.com/RetroDECK/Duckstation.git
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commit
ed304f0dcd
114
data/shaders/Cccalibrator.glsl
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114
data/shaders/Cccalibrator.glsl
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/*==========================================*\
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/*=======Calibrator by PavelDurov1488=======*\
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/*==========It's not ready yet...===========*\
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/*===I need to add blur, dynamic noise...===*\
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[configuration]
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[OptionRangeFloat]
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GUIName = Luminance(Y)
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OptionName = LUMINANCE
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MinValue = 0.000
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MaxValue = 3.000
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StepAmount = 0.050
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DefaultValue = 1.200
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[OptionRangeFloat]
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GUIName = Orange-Cyan(I)
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OptionName = ORANGECYAN
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MinValue = 0.000
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MaxValue = 3.000
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StepAmount = 0.050
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DefaultValue = 1.200
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[OptionRangeFloat]
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GUIName = Magenta-Green(Q)
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OptionName = MAGENTAGREEN
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MinValue = 0.000
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MaxValue = 3.000
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StepAmount = 0.050
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DefaultValue = 1.200
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[OptionRangeFloat]
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GUIName = Black
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OptionName = BLACK
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MinValue = 0.000
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MaxValue = 255.000
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StepAmount = 1.000
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DefaultValue = 10.000
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[OptionRangeFloat]
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GUIName = White
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OptionName = WHITE
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MinValue = 0.000
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MaxValue = 255.000
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StepAmount = 1.000
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DefaultValue = 240.000
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[OptionRangeFloat]
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GUIName = Noise
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OptionName = NOISE
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MinValue = 0.000
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MaxValue = 50.000
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StepAmount = 1.000
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DefaultValue = 10.000
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[OptionRangeFloat]
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GUIName = Saturation
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OptionName = SATURATION
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MinValue = 0.000
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MaxValue = 100.000
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StepAmount = 1.000
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DefaultValue = 50.000
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[/configuration]
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*/
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float pseudoNoise(vec2 co)
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{
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return fract(sin(dot(vec2(co.x+0.513,co.y+0.4124) ,vec2(12.9898,78.233))) * 43758.5453);// *fract(sin(dot(vec2(co.x+4.231,co.y+3.143) ,vec2(12.9898,78.233)*2.0)) * 43758.5453); //pseudo random number generator
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}
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const vec3 RGBtoY = vec3(0.299, 0.587, 0.114);
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const vec3 RGBtoI = vec3(0.596,-0.275,-0.321);
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const vec3 RGBtoQ = vec3(0.212,-0.523, 0.311);
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const vec3 YIQtoR = vec3(1.0, 0.95568806036115671171, 0.61985809445637075388);
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const vec3 YIQtoG = vec3(1.0,-0.27158179694405859326,-0.64687381613840131330);
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const vec3 YIQtoB = vec3(1.0,-1.10817732668266195230, 1.70506455991918171490);
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void main()
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{
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float2 texcoord = GetCoordinates();
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float2 time = GetTime();
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// int FrameCount = GetFrameCount();
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float4 color = Sample();
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// float brightness_scale = GetOption(BRIGHTNESS_SCALE);
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//vec3 czm_saturation(vec3 rgb, float adjustment)
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//{
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// // Algorithm from Chapter 16 of OpenGL Shading Language
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// const vec3 W = vec3(0.2125, 0.7154, 0.0721);
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// vec3 intensity = vec3(dot(rgb, W));
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// return mix(intensity, rgb, adjustment);
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//}
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// rgb->yiq
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float3 yuv;
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yuv.r = pow(dot(color.rgb, float3(0.299, 0.587, 0.114)),LUMINANCE);
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yuv.g = dot(color.rgb, float3(0.595716,-0.274453,-0.321263))*ORANGECYAN;
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yuv.b = dot(color.rgb, float3(0.211456,-0.522591, 0.311135))*MAGENTAGREEN;
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// apply brightness to y
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// yuv.r = saturate(yuv.r * brightness_scale);
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// yuv->rgb
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color.r = dot(yuv, float3(1.0, 0.95629572, 0.62102442));
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color.g = dot(yuv, float3(1.0,-0.27212210,-0.64738060));
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color.b = dot(yuv, float3(1.0,-1.10698902, 1.70461500));
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color.rgb = saturate(color.rgb*WHITE/255.0+BLACK/255.0-color.rgb*BLACK/255.0+(pseudoNoise(texcoord))*1.0/255.0);
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color.rgb = saturate(color.rgb+(pseudoNoise(vec2(color.r+color.b,color.g+color.b))-0.5)*NOISE/255.0);
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SetOutput(saturate(color));
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}
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