CRT_easymode format
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45d075722b
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@ -3,23 +3,23 @@ Shader "Filter/crt-easymode"
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{
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{
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Properties
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Properties
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{
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{
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BRIGHT_BOOST("BRIGHT_BOOST",Float) = 1.2
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BRIGHT_BOOST("BRIGHT_BOOST", Float) = 1.2
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DILATION("DILATION",Float) = 1.0
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DILATION("DILATION", Float) = 1.0
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GAMMA_INPUT("GAMMA_INPUT",Float) = 2.0
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GAMMA_INPUT("GAMMA_INPUT", Float) = 2.0
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GAMMA_OUTPUT("GAMMA_OUTPUT",Float) = 1.8
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GAMMA_OUTPUT("GAMMA_OUTPUT", Float) = 1.8
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MASK_SIZE("MASK_SIZE",Float) = 1.0
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MASK_SIZE("MASK_SIZE", Float) = 1.0
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MASK_STAGGER("MASK_STAGGER",Float) = 0.0
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MASK_STAGGER("MASK_STAGGER", Float) = 0.0
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MASK_STRENGTH("MASK_STRENGTH",Float) = 0.3
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MASK_STRENGTH("MASK_STRENGTH", Float) = 0.3
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MASK_DOT_HEIGHT("MASK_DOT_HEIGHT",Float) = 1.0
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MASK_DOT_HEIGHT("MASK_DOT_HEIGHT", Float) = 1.0
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MASK_DOT_WIDTH("MASK_DOT_WIDTH",Float) = 1.0
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MASK_DOT_WIDTH("MASK_DOT_WIDTH", Float) = 1.0
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SCANLINE_CUTOFF("SCANLINE_CUTOFF",Float) = 400.0
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SCANLINE_CUTOFF("SCANLINE_CUTOFF", Float) = 400.0
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SCANLINE_BEAM_WIDTH_MAX("SCANLINE_BEAM_WIDTH_MAX",Float) = 1.5
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SCANLINE_BEAM_WIDTH_MAX("SCANLINE_BEAM_WIDTH_MAX", Float) = 1.5
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SCANLINE_BEAM_WIDTH_MIN("SCANLINE_BEAM_WIDTH_MIN",Float) = 1.5
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SCANLINE_BEAM_WIDTH_MIN("SCANLINE_BEAM_WIDTH_MIN", Float) = 1.5
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SCANLINE_BRIGHT_MAX("SCANLINE_BRIGHT_MAX",Float) = 0.65
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SCANLINE_BRIGHT_MAX("SCANLINE_BRIGHT_MAX", Float) = 0.65
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SCANLINE_BRIGHT_MIN("SCANLINE_BRIGHT_MIN",Float) = 0.35
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SCANLINE_BRIGHT_MIN("SCANLINE_BRIGHT_MIN", Float) = 0.35
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SCANLINE_STRENGTH("SCANLINE_STRENGTH",Float) = 1.0
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SCANLINE_STRENGTH("SCANLINE_STRENGTH", Float) = 1.0
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SHARPNESS_H("SHARPNESS_H",Float) = 0.5
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SHARPNESS_H("SHARPNESS_H", Float) = 0.5
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SHARPNESS_V("SHARPNESS_V",Float) = 1.0
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SHARPNESS_V("SHARPNESS_V", Float) = 1.0
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}
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}
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SubShader
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SubShader
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{
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{
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@ -60,8 +60,7 @@ Shader "Filter/crt-easymode"
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vec4 dilate(vec4 col)
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vec4 dilate(vec4 col)
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{
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{
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vec4 x = mix(vec4(1.0,1.0,1.0,1.0), col, DILATION);
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vec4 x = mix(vec4(1.0, 1.0, 1.0, 1.0), col, DILATION);
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return col * x;
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return col * x;
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}
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}
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@ -69,8 +68,8 @@ Shader "Filter/crt-easymode"
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{
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{
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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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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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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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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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*/
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@ -82,12 +81,13 @@ Shader "Filter/crt-easymode"
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mat4x4 get_color_matrix(vec2 co, vec2 dx)
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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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return mat4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx));
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}
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}
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vec3 filter_lanczos(vec4 coeffs, mat4x4 color_matrix)
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vec3 filter_lanczos(vec4 coeffs, mat4x4 color_matrix)
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{
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{
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vec4 col = mul(color_matrix,coeffs);
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vec4 col = mul(color_matrix, coeffs);
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vec4 sample_min = min(color_matrix[1], color_matrix[2]);
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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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vec4 sample_max = max(color_matrix[1], color_matrix[2]);
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@ -125,7 +125,7 @@ Shader "Filter/crt-easymode"
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#endif
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#endif
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col = mix(col, col2, curve_distance(dist.y, SHARPNESS_V));
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col = mix(col, col2, curve_distance(dist.y, SHARPNESS_V));
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col = pow(col, vec3(GAMMA_INPUT / (DILATION + 1.0),GAMMA_INPUT / (DILATION + 1.0),GAMMA_INPUT / (DILATION + 1.0)));
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col = pow(col, vec3(GAMMA_INPUT / (DILATION + 1.0), GAMMA_INPUT / (DILATION + 1.0), GAMMA_INPUT / (DILATION + 1.0)));
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float luma = dot(vec3(0.2126, 0.7152, 0.0722), col);
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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 bright = (max(col.r, max(col.g, col.b)) + luma) * 0.5;
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@ -146,12 +146,12 @@ Shader "Filter/crt-easymode"
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scan_weight = 1.0;
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scan_weight = 1.0;
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col2 = col.rgb;
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col2 = col.rgb;
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col *= vec3(scan_weight,scan_weight,scan_weight);
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col *= vec3(scan_weight, scan_weight, scan_weight);
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col = mix(col, col2, scan_bright);
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col = mix(col, col2, scan_bright);
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col *= mask_weight;
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col *= mask_weight;
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col = pow(col, vec3(1.0 / GAMMA_OUTPUT,1.0 / GAMMA_OUTPUT,1.0 / GAMMA_OUTPUT));
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col = pow(col, vec3(1.0 / GAMMA_OUTPUT, 1.0 / GAMMA_OUTPUT, 1.0 / GAMMA_OUTPUT));
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col = col* BRIGHT_BOOST;
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col = col * BRIGHT_BOOST;
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vec4 FragColor = vec4(col, 1.0);
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vec4 FragColor = vec4(col, 1.0);
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@ -161,6 +161,3 @@ Shader "Filter/crt-easymode"
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}
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}
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}
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}
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}
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}
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