mirror of
https://github.com/RetroDECK/Duckstation.git
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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.
302 lines
12 KiB
HLSL
302 lines
12 KiB
HLSL
#include "ReShade.fxh"
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// newpixie CRT
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// by Mattias Gustavsson
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// adapted for slang by hunterk
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/*
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------------------------------------------------------------------------------
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This software is available under 2 licenses - you may choose the one you like.
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------------------------------------------------------------------------------
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ALTERNATIVE A - MIT License
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Copyright (c) 2016 Mattias Gustavsson
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do
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so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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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 THE
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SOFTWARE.
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------------------------------------------------------------------------------
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ALTERNATIVE B - Public Domain (www.unlicense.org)
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This is free and unencumbered software released into the public domain.
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Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
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software, either in source code form or as a compiled binary, for any purpose,
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commercial or non-commercial, and by any means.
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In jurisdictions that recognize copyright laws, the author or authors of this
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software dedicate any and all copyright interest in the software to the public
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domain. We make this dedication for the benefit of the public at large and to
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the detriment of our heirs and successors. We intend this dedication to be an
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overt act of relinquishment in perpetuity of all present and future rights to
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this software under copyright law.
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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 BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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------------------------------------------------------------------------------
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*/
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uniform float acc_modulate <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 1.0;
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ui_step = 0.01;
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ui_label = "Accumulate Modulation [CRT-NewPixie]";
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> = 0.65;
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texture2D tAccTex { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; };
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sampler sAccTex { Texture=tAccTex; };
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//PASS 1
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float3 PrevColor(float4 pos : SV_Position, float2 uv : TEXCOORD0) : SV_Target
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{
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return tex2D(ReShade::BackBuffer, uv).rgb;
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}
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float4 PS_NewPixie_Accum(float4 pos : SV_Position, float2 uv : TEXCOORD0) : SV_Target
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{
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float4 a = tex2D(sAccTex, uv.xy) * float4(acc_modulate,acc_modulate,acc_modulate,acc_modulate);
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float4 b = tex2D(ReShade::BackBuffer, uv.xy);
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return max( a, b * 0.96 );
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}
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//PASS 2 AND 3
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texture GaussianBlurTex { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; };
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sampler GaussianBlurSampler { Texture = GaussianBlurTex;};
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uniform float blur_x <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 5.0;
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ui_step = 0.25;
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ui_label = "Horizontal Blur [CRT-NewPixie]";
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> = 1.0;
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uniform float blur_y <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 5.0;
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ui_step = 0.25;
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ui_label = "Vertical Blur [CRT-NewPixie]";
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> = 1.0;
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float4 PS_NewPixie_Blur(float4 pos : SV_Position, float2 uv_tx : TEXCOORD0) : SV_Target
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{
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float2 blur = float2(blur_x, blur_y) * ReShade::PixelSize.xy;
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float2 uv = uv_tx.xy;
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float4 sum = tex2D( ReShade::BackBuffer, uv ) * 0.2270270270;
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sum += tex2D(ReShade::BackBuffer, float2( uv.x - 4.0 * blur.x, uv.y - 4.0 * blur.y ) ) * 0.0162162162;
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sum += tex2D(ReShade::BackBuffer, float2( uv.x - 3.0 * blur.x, uv.y - 3.0 * blur.y ) ) * 0.0540540541;
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sum += tex2D(ReShade::BackBuffer, float2( uv.x - 2.0 * blur.x, uv.y - 2.0 * blur.y ) ) * 0.1216216216;
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sum += tex2D(ReShade::BackBuffer, float2( uv.x - 1.0 * blur.x, uv.y - 1.0 * blur.y ) ) * 0.1945945946;
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sum += tex2D(ReShade::BackBuffer, float2( uv.x + 1.0 * blur.x, uv.y + 1.0 * blur.y ) ) * 0.1945945946;
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sum += tex2D(ReShade::BackBuffer, float2( uv.x + 2.0 * blur.x, uv.y + 2.0 * blur.y ) ) * 0.1216216216;
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sum += tex2D(ReShade::BackBuffer, float2( uv.x + 3.0 * blur.x, uv.y + 3.0 * blur.y ) ) * 0.0540540541;
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sum += tex2D(ReShade::BackBuffer, float2( uv.x + 4.0 * blur.x, uv.y + 4.0 * blur.y ) ) * 0.0162162162;
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return sum;
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}
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//PASS 4
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uniform int FCount < source = "framecount"; >;
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uniform float2 BufferViewportRatio < source = "buffer_to_viewport_ratio"; >;
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texture tFrame < source = "crt-newpixie/crtframe.png"; >
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{
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Width = 1024;
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Height = 1024;
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MipLevels = 1;
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};
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sampler sFrame { Texture = tFrame; AddressU = BORDER; AddressV = BORDER; MinFilter = LINEAR; MagFilter = LINEAR;};
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uniform bool use_frame <
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ui_type = "boolean";
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ui_label = "Use Frame Image [CRT-NewPixie]";
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> = false;
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uniform float curvature <
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ui_type = "drag";
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ui_min = 0.0001;
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ui_max = 4.0;
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ui_step = 0.25;
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ui_label = "Curvature [CRT-NewPixie]";
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> = 2.0;
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uniform bool wiggle_toggle <
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ui_type = "boolean";
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ui_label = "Interference [CRT-NewPixie]";
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> = false;
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uniform bool scanroll <
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ui_type = "boolean";
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ui_label = "Rolling Scanlines [CRT-NewPixie]";
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> = true;
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float3 tsample( sampler samp, float2 tc, float offs, float2 resolution )
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{
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tc = tc * float2(1.025, 0.92) + float2(-0.0125, 0.04);
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float3 s = pow( abs( tex2D( samp, float2( tc.x, 1.0-tc.y ) ).rgb), float3( 2.2,2.2,2.2 ) );
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return s*float3(1.25,1.25,1.25);
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}
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float3 filmic( float3 LinearColor )
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{
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float3 x = max( float3(0.0,0.0,0.0), LinearColor-float3(0.004,0.004,0.004));
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return (x*(6.2*x+0.5))/(x*(6.2*x+1.7)+0.06);
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}
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float2 curve( float2 uv )
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{
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uv = (uv - 0.5);// * 2.0;
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uv *= float2(0.925, 1.095);
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uv *= curvature;
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uv.x *= 1.0 + pow((abs(uv.y) / 4.0), 2.0);
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uv.y *= 1.0 + pow((abs(uv.x) / 3.0), 2.0);
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uv /= curvature;
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uv += 0.5;
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uv = uv *0.92 + 0.04;
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return uv;
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}
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float rand(float2 co){ return frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453); }
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#define resolution ReShade::ScreenSize.xy
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#define mod(x,y) (x-y*floor(x/y))
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float4 PS_NewPixie_Final(float4 pos: SV_Position, float2 uv_tx : TEXCOORD0) : SV_Target
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{
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// stop time variable so the screen doesn't wiggle
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float time = mod(FCount, 849.0) * 36.0;
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float2 uv = uv_tx.xy;
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uv.y = 1.0 - uv_tx.y;
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/* Curve */
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float2 curved_uv = lerp( curve( uv ), uv, 0.4 );
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float scale = -0.101;
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float2 scuv = curved_uv*(1.0-scale)+scale/2.0+float2(0.003, -0.001);
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uv = scuv;
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/* Main color, Bleed */
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float3 col;
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float x = wiggle_toggle* sin(0.1*time+curved_uv.y*13.0)*sin(0.23*time+curved_uv.y*19.0)*sin(0.3+0.11*time+curved_uv.y*23.0)*0.0012;
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float o =sin(uv_tx.y*1.5)/resolution.x;
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x+=o*0.25;
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// make time do something again
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time = float(mod(FCount, 640) * 1);
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col.r = tsample(ReShade::BackBuffer,float2(x+scuv.x+0.0009,scuv.y+0.0009),resolution.y/800.0, resolution ).x+0.02;
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col.g = tsample(ReShade::BackBuffer,float2(x+scuv.x+0.0000,scuv.y-0.0011),resolution.y/800.0, resolution ).y+0.02;
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col.b = tsample(ReShade::BackBuffer,float2(x+scuv.x-0.0015,scuv.y+0.0000),resolution.y/800.0, resolution ).z+0.02;
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float i = clamp(col.r*0.299 + col.g*0.587 + col.b*0.114, 0.0, 1.0 );
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i = pow( 1.0 - pow(i,2.0), 1.0 );
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i = (1.0-i) * 0.85 + 0.15;
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/* Ghosting */
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float ghs = 0.15;
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float3 r = tsample(GaussianBlurSampler, float2(x-0.014*1.0, -0.027)*0.85+0.007*float2( 0.35*sin(1.0/7.0 + 15.0*curved_uv.y + 0.9*time),
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0.35*sin( 2.0/7.0 + 10.0*curved_uv.y + 1.37*time) )+float2(scuv.x+0.001,scuv.y+0.001),
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5.5+1.3*sin( 3.0/9.0 + 31.0*curved_uv.x + 1.70*time),resolution).xyz*float3(0.5,0.25,0.25);
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float3 g = tsample(GaussianBlurSampler, float2(x-0.019*1.0, -0.020)*0.85+0.007*float2( 0.35*cos(1.0/9.0 + 15.0*curved_uv.y + 0.5*time),
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0.35*sin( 2.0/9.0 + 10.0*curved_uv.y + 1.50*time) )+float2(scuv.x+0.000,scuv.y-0.002),
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5.4+1.3*sin( 3.0/3.0 + 71.0*curved_uv.x + 1.90*time),resolution).xyz*float3(0.25,0.5,0.25);
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float3 b = tsample(GaussianBlurSampler, float2(x-0.017*1.0, -0.003)*0.85+0.007*float2( 0.35*sin(2.0/3.0 + 15.0*curved_uv.y + 0.7*time),
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0.35*cos( 2.0/3.0 + 10.0*curved_uv.y + 1.63*time) )+float2(scuv.x-0.002,scuv.y+0.000),
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5.3+1.3*sin( 3.0/7.0 + 91.0*curved_uv.x + 1.65*time),resolution).xyz*float3(0.25,0.25,0.5);
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col += float3(ghs*(1.0-0.299),ghs*(1.0-0.299),ghs*(1.0-0.299))*pow(clamp(float3(3.0,3.0,3.0)*r,float3(0.0,0.0,0.0),float3(1.0,1.0,1.0)),float3(2.0,2.0,2.0))*float3(i,i,i);
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col += float3(ghs*(1.0-0.587),ghs*(1.0-0.587),ghs*(1.0-0.587))*pow(clamp(float3(3.0,3.0,3.0)*g,float3(0.0,0.0,0.0),float3(1.0,1.0,1.0)),float3(2.0,2.0,2.0))*float3(i,i,i);
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col += float3(ghs*(1.0-0.114),ghs*(1.0-0.114),ghs*(1.0-0.114))*pow(clamp(float3(3.0,3.0,3.0)*b,float3(0.0,0.0,0.0),float3(1.0,1.0,1.0)),float3(2.0,2.0,2.0))*float3(i,i,i);
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/* Level adjustment (curves) */
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col *= float3(0.95,1.05,0.95);
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col = clamp(col*1.3 + 0.75*col*col + 1.25*col*col*col*col*col,float3(0.0,0.0,0.0),float3(10.0,10.0,10.0));
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/* Vignette */
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float vig = (0.1 + 1.0*16.0*curved_uv.x*curved_uv.y*(1.0-curved_uv.x)*(1.0-curved_uv.y));
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vig = 1.3*pow(vig,0.5);
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col *= vig;
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time *= scanroll;
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/* Scanlines */
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float scans = clamp( 0.35+0.18*sin(6.0*time-curved_uv.y*resolution.y*1.5), 0.0, 1.0);
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float s = pow(scans,0.9);
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col = col * float3(s,s,s);
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/* Vertical lines (shadow mask) */
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col*=1.0-0.23*(clamp((mod(uv_tx.xy.x, 3.0))/2.0,0.0,1.0));
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/* Tone map */
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col = filmic( col );
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/* Noise */
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/*float2 seed = floor(curved_uv*resolution.xy*float2(0.5))/resolution.xy;*/
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float2 seed = curved_uv*resolution.xy;;
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/* seed = curved_uv; */
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col -= 0.015*pow(float3(rand( seed +time ), rand( seed +time*2.0 ), rand( seed +time * 3.0 ) ), float3(1.5,1.5,1.5) );
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/* Flicker */
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col *= (1.0-0.004*(sin(50.0*time+curved_uv.y*2.0)*0.5+0.5));
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/* Clamp */
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// if(max(abs(uv.x-0.5),abs(uv.y-0.5))>0.5)
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// col = float3(0.0,0.0,0.0);
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// if (curved_uv.x < 0.0 || curved_uv.x > 1.0)
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// col *= 0.0;
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// if (curved_uv.y < 0.0 || curved_uv.y > 1.0)
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// col *= 0.0;
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uv = curved_uv;
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/* Frame */
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float2 fscale = float2( 0.026, -0.018);//float2( -0.018, -0.013 );
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uv = float2(uv.x, 1.-uv.y);
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// float4 f= tex2D(sFrame,uv_tx.xy);//*((1.0)+2.0*fscale)-fscale-float2(-0.0, 0.005));
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float4 f= tex2D(sFrame,(uv_tx-float2(0.5,0.5)) * BufferViewportRatio + float2(0.5,0.5));//*((1.0)+2.0*fscale)-fscale-float2(-0.0, 0.005));
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f.xyz = lerp( f.xyz, float3(0.5,0.5,0.5), 0.5 );
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float fvig = clamp( -0.00+512.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y), 0.2, 0.8 );
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col = lerp( col, lerp( max( col, 0.0), pow( abs( f.xyz ), float3( 1.4,1.4,1.4 ) ) * fvig, f.w * f.w), float3( use_frame,use_frame,use_frame ) );
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return float4( col, 1.0 );
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}
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technique CRTNewPixie
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{
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pass PS_CRTNewPixie_Accum
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{
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VertexShader=PostProcessVS;
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PixelShader=PS_NewPixie_Accum;
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}
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pass PS_CRTNewPixie_SaveBuffer {
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VertexShader=PostProcessVS;
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PixelShader=PrevColor;
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RenderTarget = tAccTex;
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}
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pass PS_CRTNewPixie_Blur
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{
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VertexShader = PostProcessVS;
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PixelShader = PS_NewPixie_Blur;
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RenderTarget = GaussianBlurTex;
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}
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pass PS_CRTNewPixie_Final
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{
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VertexShader = PostProcessVS;
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PixelShader = PS_NewPixie_Final;
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}
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}
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