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@ -1,16 +1,14 @@
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CODE(
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CODE(
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precision highp float;
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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_w;
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uniform float trg_h;
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uniform float trg_h;
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// Emulated input resolution.
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// Emulated input resolution.
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vec2 res=vec2(256.0,144.0);
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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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vec2 trg=vec2(trg_w, trg_h);
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// Hardness of scanline.
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// Hardness of scanline.
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@ -48,7 +46,7 @@ vec3 ToSrgb(vec3 c){return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
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// Also zero's off screen.
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// Also zero's off screen.
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vec3 Fetch(vec2 pos,vec2 off){
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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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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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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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// 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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vec2 Dist(vec2 pos){pos=pos*res;return -((pos-floor(pos))-vec2(0.5));}
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@ -119,8 +117,7 @@ vec3 Mask(vec2 pos){
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else mask.b=maskLight;
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else mask.b=maskLight;
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return mask;}
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return mask;}
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void main()
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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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vec2 pos = gl_FragCoord.xy/trg.xy;
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hardScan=-12.0;
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hardScan=-12.0;
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// maskDark=maskLight;
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// maskDark=maskLight;
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