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								data/shaders/crt-lottes.frag
									
									
									
									
									
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								data/shaders/crt-lottes.frag
									
									
									
									
									
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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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// Hardness of scanline.
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//  -8.0 = soft
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// -16.0 = medium
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float hardScan=-8.0;
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// Hardness of pixels in scanline.
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// -2.0 = soft
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// -4.0 = hard
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float hardPix=-3.0;
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// Display warp.
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// 0.0 = none
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// 1.0/8.0 = extreme
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vec2 warp=vec2(1.0/32.0,1.0/24.0); 
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// Amount of shadow mask.
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float maskDark=0.5;
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float maskLight=1.5;
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//------------------------------------------------------------------------
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// sRGB to Linear.
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// Assuing using sRGB typed textures this should not be needed.
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float ToLinear1(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);}
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vec3 ToLinear(vec3 c){return vec3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b));}
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// Linear to sRGB.
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// Assuing using sRGB typed textures this should not be needed.
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float ToSrgb1(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
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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);} //vec2???
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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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// 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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// 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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// 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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// 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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// 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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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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	fragColor.a=1.0;
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	fragColor = vec4(ToSrgb(fragColor.rgb), fragColor.a);
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}
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