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@ -1,14 +1,12 @@
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//uniform sampler2D source[];
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//uniform vec4 sourceSize[];
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//uniform vec4 targetSize;
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in vec2 texCoord;
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out vec4 fragColor;
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uniform sampler2D tex;
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// Emulated input resolution.
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vec2 res=vec2(256.0,144.0);//sourceSize[0].xy;
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vec2 res=vec2(256.0,144.0);
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vec2 trg=res*4.0;
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// Hardness of scanline.
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// -8.0 = soft
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@ -116,12 +114,11 @@ vec3 Mask(vec2 pos){
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else mask.b=maskLight;
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return mask;}
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void main() {
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vec2 pos = gl_FragCoord.xy/vec2(256.0*4.0,144.0*4.0);//targetSize.xy;
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hardScan=-12.0;
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// maskDark=maskLight;
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pos=Warp(gl_FragCoord.xy/vec2(256.0*4.0,144.0*4.0));
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fragColor.rgb=Tri(pos)*Mask(gl_FragCoord.xy);
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void main()
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{
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// maskDark=maskLight;
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vec2 pos=Warp(gl_FragCoord.xy/trg);
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fragColor.rgb=Tri(vec2(pos.s, 1.0 - pos.t))*Mask(gl_FragCoord.xy);
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fragColor.a=1.0;
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fragColor = vec4(ToSrgb(fragColor.rgb), fragColor.a);
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}
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