mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-12-01 01:55:41 +00:00
2a90a88055
- Add crt-consumer.glsl; - Add crt-cyclon.fx and its bezel.png texture; - Fix crt-newpixie.fx Frame adjust to game's aspect ratio; - Update others shaders to the new functions to get uniform values.
278 lines
6.6 KiB
GLSL
278 lines
6.6 KiB
GLSL
// CRT Shader by EasyMode
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// License: GPL
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// A flat CRT shader ideally for 1080p or higher displays.
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// Recommended Settings:
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// Video
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// - Aspect Ratio: 4:3
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// - Integer Scale: Off
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// Shader
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// - Filter: Nearest
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// - Scale: Don't Care
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// Example RGB Mask Parameter Settings:
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// Aperture Grille (Default)
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// - Dot Width: 1
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// - Dot Height: 1
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// - Stagger: 0
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// Lottes' Shadow Mask
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// - Dot Width: 2
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// - Dot Height: 1
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// - Stagger: 3
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/*
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[configuration]
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[OptionRangeFloat]
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GUIName = Sharpness Horizontal
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OptionName = SHARPNESS_H
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.05
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DefaultValue = 0.5
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[OptionRangeFloat]
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GUIName = Sharpness Vertical
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OptionName = SHARPNESS_V
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.05
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DefaultValue = 1.0
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[OptionRangeFloat]
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GUIName = Mask Strength
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OptionName = MASK_STRENGTH
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.01
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DefaultValue = 0.3
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[OptionRangeFloat]
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GUIName = Mask Dot Width
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OptionName = MASK_DOT_WIDTH
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MinValue = 1.0
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MaxValue = 100.0
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StepAmount = 1.0
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DefaultValue = 1.0
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[OptionRangeFloat]
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GUIName = Mask Dot Height
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OptionName = MASK_DOT_HEIGHT
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MinValue = 1.0
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MaxValue = 100.0
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StepAmount = 1.0
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DefaultValue = 1.0
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[OptionRangeFloat]
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GUIName = Mask Stagger
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OptionName = MASK_STAGGER
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MinValue = 0.0
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MaxValue = 100.0
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StepAmount = 1.0
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DefaultValue = 0.0
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[OptionRangeFloat]
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GUIName = Mask Size
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OptionName = MASK_SIZE
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MinValue = 1.0
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MaxValue = 100.0
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StepAmount = 1.0
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DefaultValue = 1.0
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[OptionRangeFloat]
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GUIName = Scanline Strength
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OptionName = SCANLINE_STRENGTH
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.05
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DefaultValue = 1.0
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[OptionRangeFloat]
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GUIName = Scanline Beam Width Min.
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OptionName = SCANLINE_BEAM_WIDTH_MIN
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MinValue = 0.5
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MaxValue = 5.0
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StepAmount = 0.5
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DefaultValue = 1.5
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[OptionRangeFloat]
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GUIName = Scanline Beam Width Max.
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OptionName = SCANLINE_BEAM_WIDTH_MAX
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MinValue = 0.5
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MaxValue = 5.0
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StepAmount = 0.5
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DefaultValue = 1.5
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[OptionRangeFloat]
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GUIName = Scanline Brightness Min.
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OptionName = SCANLINE_BRIGHT_MIN
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.05
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DefaultValue = 0.35
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[OptionRangeFloat]
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GUIName = Scanline Brightness Max.
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OptionName = SCANLINE_BRIGHT_MAX
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.05
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DefaultValue = 0.65
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[OptionRangeFloat]
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GUIName = Scanline Cutoff
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OptionName = SCANLINE_CUTOFF
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MinValue = 1.0
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MaxValue = 1000.0
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StepAmount = 1.0
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DefaultValue = 400.0
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[OptionRangeFloat]
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GUIName = Gamma Input
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OptionName = GAMMA_INPUT
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MinValue = 0.1
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MaxValue = 5.0
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StepAmount = 0.1
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DefaultValue = 2.0
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[OptionRangeFloat]
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GUIName = Gamma Output
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OptionName = GAMMA_OUTPUT
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MinValue = 0.1
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MaxValue = 5.0
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StepAmount = 0.1
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DefaultValue = 1.8
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[OptionRangeFloat]
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GUIName = Brightness Boost
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OptionName = BRIGHT_BOOST
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MinValue = 1.0
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MaxValue = 2.0
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StepAmount = 0.01
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DefaultValue = 1.2
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[OptionRangeFloat]
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GUIName = Dilation
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OptionName = DILATION
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 1.0
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DefaultValue = 1.0
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[/configuration]
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*/
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#define FIX(c) max(abs(c), 1e-5)
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#define PI 3.141592653589
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#define TEX2D(c) dilate(SampleLocation(c))
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// Set to 0 to use linear filter and gain speed
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#define ENABLE_LANCZOS 1
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vec4 dilate(vec4 col)
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{
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vec4 x = mix(vec4(1.0), col, GetOption(DILATION));
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return col * x;
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}
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float curve_distance(float x, float sharp)
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{
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/*
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apply half-circle s-curve to distance for sharper (more pixelated) interpolation
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single line formula for Graph Toy:
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0.5 - sqrt(0.25 - (x - step(0.5, x)) * (x - step(0.5, x))) * sign(0.5 - x)
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*/
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float x_step = step(0.5, x);
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float curve = 0.5 - sqrt(0.25 - (x - x_step) * (x - x_step)) * sign(0.5 - x);
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return mix(x, curve, sharp);
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}
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mat4x4 get_color_matrix(vec2 co, vec2 dx)
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{
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return mat4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx));
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}
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vec3 filter_lanczos(vec4 coeffs, mat4x4 color_matrix)
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{
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vec4 col = color_matrix * coeffs;
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vec4 sample_min = min(color_matrix[1], color_matrix[2]);
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vec4 sample_max = max(color_matrix[1], color_matrix[2]);
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col = clamp(col, sample_min, sample_max);
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return col.rgb;
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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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vec2 nativeSize = 1.0 / GetInvNativePixelSize();
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vec4 SourceSize = vec4(nativeSize, 1.0/nativeSize);
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vec2 dx = vec2(SourceSize.z, 0.0);
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vec2 dy = vec2(0.0, SourceSize.w);
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vec2 pix_co = vTexCoord * SourceSize.xy - vec2(0.5, 0.5);
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vec2 tex_co = (floor(pix_co) + vec2(0.5, 0.5)) * SourceSize.zw;
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vec2 dist = fract(pix_co);
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float curve_x;
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vec3 col, col2;
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#if ENABLE_LANCZOS
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curve_x = curve_distance(dist.x, GetOption(SHARPNESS_H) * GetOption(SHARPNESS_H));
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vec4 coeffs = PI * vec4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x);
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coeffs = FIX(coeffs);
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coeffs = 2.0 * sin(coeffs) * sin(coeffs * 0.5) / (coeffs * coeffs);
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coeffs /= dot(coeffs, vec4(1.0));
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col = filter_lanczos(coeffs, get_color_matrix(tex_co, dx));
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col2 = filter_lanczos(coeffs, get_color_matrix(tex_co + dy, dx));
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#else
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curve_x = curve_distance(dist.x, GetOption(SHARPNESS_H));
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col = mix(TEX2D(tex_co).rgb, TEX2D(tex_co + dx).rgb, curve_x);
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col2 = mix(TEX2D(tex_co + dy).rgb, TEX2D(tex_co + dx + dy).rgb, curve_x);
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#endif
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col = mix(col, col2, curve_distance(dist.y, GetOption(SHARPNESS_V)));
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col = pow(col, vec3(GetOption(GAMMA_INPUT) / (GetOption(DILATION) + 1.0)));
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float luma = dot(vec3(0.2126, 0.7152, 0.0722), col);
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float bright = (max(col.r, max(col.g, col.b)) + luma) * 0.5;
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float scan_bright = clamp(bright, GetOption(SCANLINE_BRIGHT_MIN), GetOption(SCANLINE_BRIGHT_MAX));
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float scan_beam = clamp(bright * GetOption(SCANLINE_BEAM_WIDTH_MAX), GetOption(SCANLINE_BEAM_WIDTH_MIN), GetOption(SCANLINE_BEAM_WIDTH_MAX));
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float scan_weight = 1.0 - pow(cos(vTexCoord.y * 2.0 * PI * SourceSize.y) * 0.5 + 0.5, scan_beam) * GetOption(SCANLINE_STRENGTH);
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float mask = 1.0 - GetOption(MASK_STRENGTH);
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vec2 mod_fac = floor(vTexCoord * GetWindowSize().xy * SourceSize.xy / (SourceSize.xy * vec2(GetOption(MASK_SIZE), GetOption(MASK_DOT_HEIGHT) * GetOption(MASK_SIZE))));
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int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * GetOption(MASK_STAGGER)) / GetOption(MASK_DOT_WIDTH), 3.0));
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vec3 mask_weight;
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if (dot_no == 0) mask_weight = vec3(1.0, mask, mask);
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else if (dot_no == 1) mask_weight = vec3(mask, 1.0, mask);
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else mask_weight = vec3(mask, mask, 1.0);
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if (SourceSize.y >= GetOption(SCANLINE_CUTOFF))
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scan_weight = 1.0;
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col2 = col.rgb;
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col *= vec3(scan_weight);
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col = mix(col, col2, scan_bright);
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col *= mask_weight;
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col = pow(col, vec3(1.0 / GetOption(GAMMA_OUTPUT)));
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SetOutput(vec4(col * GetOption(BRIGHT_BOOST), 1.0));
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}
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