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		@@ -1,16 +1,14 @@
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CODE(
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precision highp float;
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precision mediump int;
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uniform sampler2D tex;
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varying vec2 texCoord;
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uniform sampler2D source;
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uniform float trg_w;
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uniform float trg_h;
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// Emulated input resolution.
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vec2 res=vec2(256.0,144.0);
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vec2 trg=vec2(trg_w, trg_h);
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// Hardness of scanline.
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@@ -47,84 +45,83 @@ vec3 ToSrgb(vec3 c){return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
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// Nearest emulated sample given floating point position and texel offset.
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// Also zero's off screen.
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vec3 Fetch(vec2 pos,vec2 off){
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	pos=(floor(pos*res+off)+vec2(0.5,0.5))/res;
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	return ToLinear(1.2 * texture2D(tex,pos.xy,-16.0).rgb);}
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  pos=(floor(pos*res+off)+vec2(0.5,0.5))/res;
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  return ToLinear(1.2 * texture2D(source,pos.xy,-16.0).rgb);}
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// Distance in emulated pixels to nearest texel.
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vec2 Dist(vec2 pos){pos=pos*res;return -((pos-floor(pos))-vec2(0.5));}
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// 1D Gaussian.
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float Gaus(float pos,float scale){return exp2(scale*pos*pos);}
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// 3-tap Gaussian filter along horz line.
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vec3 Horz3(vec2 pos,float off){
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	vec3 b=Fetch(pos,vec2(-1.0,off));
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	vec3 c=Fetch(pos,vec2( 0.0,off));
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	vec3 d=Fetch(pos,vec2( 1.0,off));
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	float dst=Dist(pos).x;
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	// Convert distance to weight.
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	float scale=hardPix;
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	float wb=Gaus(dst-1.0,scale);
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	float wc=Gaus(dst+0.0,scale);
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	float wd=Gaus(dst+1.0,scale);
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	// Return filtered sample.
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	return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
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  vec3 b=Fetch(pos,vec2(-1.0,off));
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  vec3 c=Fetch(pos,vec2( 0.0,off));
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  vec3 d=Fetch(pos,vec2( 1.0,off));
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  float dst=Dist(pos).x;
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  // Convert distance to weight.
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  float scale=hardPix;
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  float wb=Gaus(dst-1.0,scale);
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  float wc=Gaus(dst+0.0,scale);
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  float wd=Gaus(dst+1.0,scale);
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  // Return filtered sample.
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  return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
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// 5-tap Gaussian filter along horz line.
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vec3 Horz5(vec2 pos,float off){
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	vec3 a=Fetch(pos,vec2(-2.0,off));
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	vec3 b=Fetch(pos,vec2(-1.0,off));
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	vec3 c=Fetch(pos,vec2( 0.0,off));
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	vec3 d=Fetch(pos,vec2( 1.0,off));
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	vec3 e=Fetch(pos,vec2( 2.0,off));
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	float dst=Dist(pos).x;
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	// Convert distance to weight.
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	float scale=hardPix;
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	float wa=Gaus(dst-2.0,scale);
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	float wb=Gaus(dst-1.0,scale);
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	float wc=Gaus(dst+0.0,scale);
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	float wd=Gaus(dst+1.0,scale);
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	float we=Gaus(dst+2.0,scale);
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	// Return filtered sample.
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	return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
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  vec3 a=Fetch(pos,vec2(-2.0,off));
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  vec3 b=Fetch(pos,vec2(-1.0,off));
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  vec3 c=Fetch(pos,vec2( 0.0,off));
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  vec3 d=Fetch(pos,vec2( 1.0,off));
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  vec3 e=Fetch(pos,vec2( 2.0,off));
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  float dst=Dist(pos).x;
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  // Convert distance to weight.
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  float scale=hardPix;
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  float wa=Gaus(dst-2.0,scale);
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  float wb=Gaus(dst-1.0,scale);
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  float wc=Gaus(dst+0.0,scale);
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  float wd=Gaus(dst+1.0,scale);
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  float we=Gaus(dst+2.0,scale);
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  // Return filtered sample.
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  return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
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// Return scanline weight.
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float Scan(vec2 pos,float off){
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	float dst=Dist(pos).y;
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	return Gaus(dst+off,hardScan);}
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  float dst=Dist(pos).y;
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  return Gaus(dst+off,hardScan);}
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// Allow nearest three lines to effect pixel.
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vec3 Tri(vec2 pos){
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	vec3 a=Horz3(pos,-1.0);
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	vec3 b=Horz5(pos, 0.0);
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	vec3 c=Horz3(pos, 1.0);
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	float wa=Scan(pos,-1.0);
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	float wb=Scan(pos, 0.0);
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	float wc=Scan(pos, 1.0);
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	return a*wa+b*wb+c*wc;}
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  vec3 a=Horz3(pos,-1.0);
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  vec3 b=Horz5(pos, 0.0);
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  vec3 c=Horz3(pos, 1.0);
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  float wa=Scan(pos,-1.0);
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  float wb=Scan(pos, 0.0);
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  float wc=Scan(pos, 1.0);
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  return a*wa+b*wb+c*wc;}
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// Distortion of scanlines, and end of screen alpha.
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vec2 Warp(vec2 pos){
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	pos=pos*2.0-1.0;    
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	pos*=vec2(1.0+(pos.y*pos.y)*warp.x,1.0+(pos.x*pos.x)*warp.y);
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	return pos*0.5+0.5;}
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  pos=pos*2.0-1.0;    
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  pos*=vec2(1.0+(pos.y*pos.y)*warp.x,1.0+(pos.x*pos.x)*warp.y);
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  return pos*0.5+0.5;}
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// Shadow mask.
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vec3 Mask(vec2 pos){
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	pos.x+=pos.y*3.0;
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	vec3 mask=vec3(maskDark,maskDark,maskDark);
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	pos.x=fract(pos.x/6.0);
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	if(pos.x<0.333)mask.r=maskLight;
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	else if(pos.x<0.666)mask.g=maskLight;
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	else mask.b=maskLight;
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	return mask;}    
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  pos.x+=pos.y*3.0;
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  vec3 mask=vec3(maskDark,maskDark,maskDark);
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  pos.x=fract(pos.x/6.0);
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  if(pos.x<0.333)mask.r=maskLight;
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  else if(pos.x<0.666)mask.g=maskLight;
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  else mask.b=maskLight;
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  return mask;}    
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void main() 
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{
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	vec2 pos = gl_FragCoord.xy/trg.xy;
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	hardScan=-12.0;
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//	maskDark=maskLight;
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	pos=Warp(gl_FragCoord.xy/trg.xy);
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	gl_FragColor.rgb=Tri(vec2(pos.s, 1.0 - pos.t))*Mask(gl_FragCoord.xy);
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	gl_FragColor = vec4(ToSrgb(gl_FragColor.rgb), 1.0);
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void main() {
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    vec2 pos = gl_FragCoord.xy/trg.xy;
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    hardScan=-12.0;
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//      maskDark=maskLight;
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    pos=Warp(gl_FragCoord.xy/trg.xy);
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    gl_FragColor.rgb=Tri(vec2(pos.s, 1.0 - pos.t))*Mask(gl_FragCoord.xy);
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  gl_FragColor = vec4(ToSrgb(gl_FragColor.rgb), 1.0);
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})
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