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			446 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			HLSL
		
	
			
		
		
	
	
			446 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			HLSL
		
	
#include "ReShade.fxh"
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//
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// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER
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//
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//   by Timothy Lottes
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//
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// This is more along the style of a really good CGA arcade monitor.
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// With RGB inputs instead of NTSC.
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// The shadow mask example has the mask rotated 90 degrees for less chromatic aberration.
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//
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// Left it unoptimized to show the theory behind the algorithm.
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//
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// It is an example what I personally would want as a display option for pixel art games.
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// Please take and use, change, or whatever.
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//
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#ifndef CRTS_DEBUG
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	#define CRTS_DEBUG	0
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#endif
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#ifndef CRTS_2_TAP
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	#define CRTS_2_TAP	0
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#endif
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uniform bool CRTS_WARP <
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	ui_type = "boolean";
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	ui_label = "Enable Warping [CRT Lottes 2.0]";
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> = true;
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uniform float CRTS_WARP_X <
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	ui_type = "drag";
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	ui_min = 0.0;
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	ui_max = 512.0;
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	ui_label = "CRT Warping X [CRT Lottes 2.0]";
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> = 64.0;
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uniform float CRTS_WARP_Y <
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	ui_type = "drag";
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	ui_min = 0.0;
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	ui_max = 512.0;
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	ui_label = "CRT Warping Y [CRT Lottes 2.0]";
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> = 48.0;
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uniform bool CRTS_TONE <
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	ui_type = "boolean";
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	ui_label = "Enable CRT Tonemapping [CRT Lottes 2.0]";
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> = true;
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uniform bool CRTS_CONTRAST <
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	ui_type = "boolean";
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	ui_label = "Enable CRT Contrast [CRT Lottes 2.0]";
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> = false;
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uniform bool CRTS_SATURATION <
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	ui_type = "boolean";
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	ui_label = "Enable CRT Saturation [CRT Lottes 2.0]";
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> = false;
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uniform int CRTS_MASK_TYPE <
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	ui_type = "combo";
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	ui_items = "None\0Aperture Grille\0Aperture Grille (Lite)\0Shadow Mask\0";
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	ui_label = "Mask Type [CRT Lottes 2.0]";
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> = 2;
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//--------------------------------------------------------------
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// Scanline thinness
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//  0.50 = fused scanlines
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//  0.70 = recommended default
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//  1.00 = thinner scanlines (too thin)
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uniform float INPUT_THIN <
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	ui_type = "drag";
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	ui_min = 0.5;
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	ui_max = 1.0;
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	ui_label = "Scanlines Thinnes [CRT Lottes 2.0]";
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> = 0.70;
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//--------------------------------------------------------------
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// Horizonal scan blur
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//  -3.0 = pixely
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//  -2.5 = default
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//  -2.0 = smooth
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//  -1.0 = too blurry
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uniform float INPUT_BLUR <
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	ui_type = "drag";
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	ui_min = -3.0;
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	ui_max = 0.0;
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	ui_label = "Horizontal Scan Blur [CRT Lottes 2.0]";
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> = -2.5;
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//--------------------------------------------------------------
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// Shadow mask effect, ranges from,
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//  0.25 = large amount of mask (not recommended, too dark)
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//  0.50 = recommended default
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//  1.00 = no shadow mask
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uniform float INPUT_MASK <
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	ui_type = "drag";
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	ui_min = 0.0;
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	ui_max = 1.0;
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	ui_label = "Shadow Mask Intensity [CRT Lottes 2.0]";
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> = 0.5;
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//--------------------------------------------------------------
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uniform int INPUT_X <
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	ui_type = "drag";
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	ui_min = 1;
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	ui_max = BUFFER_WIDTH;
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	ui_label = "Resolution Width [CRT Lottes 2.0]";
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> = 640;
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uniform int INPUT_Y <
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	ui_type = "drag";
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	ui_min = 1;
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	ui_max = BUFFER_HEIGHT;
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	ui_label = "Resolution Height [CRT Lottes 2.0]";
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> = 480;
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//--------------------------------------------------------------
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// Setup the function which returns input image color
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void ToLinear(inout float3 color)
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{
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	float3 c1 = color.rgb / 12.92;
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	float3 c2 = pow((color.rgb + 0.055)/1.055, 2.4);
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	color.r = (color.r <= 0.04045) ? c1.r : c2.r;
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	color.g = (color.g <= 0.04045) ? c1.g : c2.g;
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	color.b = (color.b <= 0.04045) ? c1.b : c2.b;
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}
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void ToSRGB(inout float3 color)
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{
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	float3 c1 = color.rgb * 12.92;
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	float3 c2 = 1.055 * pow(color.rgb, 0.4166) - 0.055;
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	color.r = (color.r < 0.0031308) ? c1.r : c2.r;
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	color.g = (color.g < 0.0031308) ? c1.g : c2.g;
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	color.b = (color.b < 0.0031308) ? c1.b : c2.b;
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}
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float3 CrtsFetch(float2 uv)
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{
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	float3 color = tex2D(ReShade::BackBuffer, uv).rgb;
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	ToLinear(color);
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	return color;
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}
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float4 CrtsTone(
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float contrast,
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float saturation,
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float thin,
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float mask)
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{
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	mask = INPUT_MASK;
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  	if (CRTS_MASK_TYPE <= 0){
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		mask=1.0;
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	}
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  	if(CRTS_MASK_TYPE == 2){
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		mask=0.5+INPUT_MASK*0.5;	
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	}
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  	float4 ret;
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  	float midOut=0.18/((1.5-thin)*(0.5*mask+0.5));
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  	float pMidIn=pow(0.18,contrast);
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  	ret.x=contrast;
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  	ret.y=((-pMidIn)+midOut)/((1.0-pMidIn)*midOut);
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  	ret.z=((-pMidIn)*midOut+pMidIn)/(midOut*(-pMidIn)+midOut);
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  	ret.w=contrast+saturation;
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  	return ret;
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}
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float3 CrtsMask(float2 pos,float dark)
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{
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	if (CRTS_MASK_TYPE == 1){   
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		float3 m=dark;
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		float x=frac(pos.x*(1.0/3.0));
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		if(x<(1.0/3.0))m.r=1.0;
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		else if(x<(2.0/3.0))m.g=1.0;
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		else m.b=1.0;
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		return m;
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	} else if (CRTS_MASK_TYPE == 2){
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		float3 m=1.0;
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		float x=frac(pos.x*(1.0/3.0));
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		if(x<(1.0/3.0))m.r=dark;
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		else if(x<(2.0/3.0))m.g=dark;
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		else m.b=dark;
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		return m;
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	} else if(CRTS_MASK_TYPE <= 0){
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	   return 1.0;	
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	} else if(CRTS_MASK_TYPE >= 3){
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		pos.x+=pos.y*3.0;
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		float3 m=dark;
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		float x=frac(pos.x*(1.0/6.0));
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		if(x<(1.0/3.0))m.r=1.0;
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		else if(x<(2.0/3.0))m.g=1.0;
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		else m.b=1.0;
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		return m;
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	} else {
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		return 0.0;
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	}
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 }
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 float3 CrtsFilter(
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//--------------------------------------------------------------
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  // SV_POSITION, fragCoord.xy
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  float2 ipos,
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//--------------------------------------------------------------
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  // inputSize / outputSize (in pixels)
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  float2 inputSizeDivOutputSize,     
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//--------------------------------------------------------------
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  // 0.5 * inputSize (in pixels)
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  float2 halfInputSize,
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//--------------------------------------------------------------
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  // 1.0 / inputSize (in pixels)
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  float2 rcpInputSize,
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//--------------------------------------------------------------
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  // 1.0 / outputSize (in pixels)
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  float2 rcpOutputSize,
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//--------------------------------------------------------------
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  // 2.0 / outputSize (in pixels)
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  float2 twoDivOutputSize,   
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//--------------------------------------------------------------
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  // inputSize.y
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  float inputHeight,
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//--------------------------------------------------------------
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  // Warp scanlines but not phosphor mask
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  //  0.0 = no warp
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  //  1.0/64.0 = light warping
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  //  1.0/32.0 = more warping
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  // Want x and y warping to be different (based on aspect)
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  float2 warp,
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//--------------------------------------------------------------
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  // Scanline thinness
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  //  0.50 = fused scanlines
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  //  0.70 = recommended default
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  //  1.00 = thinner scanlines (too thin)
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  // Shared with CrtsTone() function
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  float thin,
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//--------------------------------------------------------------
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  // Horizonal scan blur
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  //  -3.0 = pixely
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  //  -2.5 = default
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  //  -2.0 = smooth
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  //  -1.0 = too blurry
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  float blur,
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//--------------------------------------------------------------
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  // Shadow mask effect, ranges from,
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  //  0.25 = large amount of mask (not recommended, too dark)
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  //  0.50 = recommended default
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  //  1.00 = no shadow mask
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  // Shared with CrtsTone() function
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  float mask,
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//--------------------------------------------------------------
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  // Tonal curve parameters generated by CrtsTone()
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  float4 tone
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//--------------------------------------------------------------
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 ){
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//--------------------------------------------------------------
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	#if (CRTS_DEBUG == 1)
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		float2 uv=ipos*rcpOutputSize;
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		// Show second half processed, and first half un-processed
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		if(uv.x<0.5)
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		{
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				// Force nearest to get squares
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				uv*=1.0/rcpInputSize;
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				uv=floor(uv)+float2(0.5,0.5);
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				uv*=rcpInputSize;
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				float3 color=CrtsFetch(uv);
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				return color;
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		}
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	#endif
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  	float2 pos;
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	float vin;
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	if (CRTS_WARP){
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		// Convert to {-1 to 1} range
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		pos=ipos*twoDivOutputSize-float2(1.0,1.0);
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		// Distort pushes image outside {-1 to 1} range
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		pos*=float2(1.0+(pos.y*pos.y)*warp.x,1.0+(pos.x*pos.x)*warp.y);
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		// TODO: Vignette needs optimization
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		vin=1.0-((1.0-saturate(pos.x*pos.x))*(1.0-saturate(pos.y*pos.y)));
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		vin=saturate((-vin)*inputHeight+inputHeight);
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		// Leave in {0 to inputSize}
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		pos=pos*halfInputSize+halfInputSize;     
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	} else {
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		pos=ipos*inputSizeDivOutputSize;
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	}
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  	// Snap to center of first scanline
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  	float y0=floor(pos.y-0.5)+0.5;
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	#if (CRTS_2_TAP == 1)
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		// Using Inigo's "Improved Texture Interpolation"
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		// http://iquilezles.org/www/articles/texture/texture.htm
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		pos.x+=0.5;
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		float xi=floor(pos.x);
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		float xf=pos.x-xi;
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		xf=xf*xf*xf*(xf*(xf*6.0-15.0)+10.0);  
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		float x0=xi+xf-0.5;
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		float2 p=float2(x0*rcpInputSize.x,y0*rcpInputSize.y);     
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		// Coordinate adjusted bilinear fetch from 2 nearest scanlines
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		float3 colA=CrtsFetch(p);
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		p.y+=rcpInputSize.y;
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		float3 colB=CrtsFetch(p);
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	#else
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		// Snap to center of one of four pixels
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		float x0=floor(pos.x-1.5)+0.5;
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		// Inital UV position
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		float2 p=float2(x0*rcpInputSize.x,y0*rcpInputSize.y);     
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		// Fetch 4 nearest texels from 2 nearest scanlines
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		float3 colA0=CrtsFetch(p);
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		p.x+=rcpInputSize.x;
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		float3 colA1=CrtsFetch(p);
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		p.x+=rcpInputSize.x;
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		float3 colA2=CrtsFetch(p);
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		p.x+=rcpInputSize.x;
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		float3 colA3=CrtsFetch(p);
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		p.y+=rcpInputSize.y;
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		float3 colB3=CrtsFetch(p);
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		p.x-=rcpInputSize.x;
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		float3 colB2=CrtsFetch(p);
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		p.x-=rcpInputSize.x;
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		float3 colB1=CrtsFetch(p);
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		p.x-=rcpInputSize.x;
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		float3 colB0=CrtsFetch(p);
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	#endif
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  	// Vertical filter
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  	// Scanline intensity is using sine wave
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  	// Easy filter window and integral used later in exposure
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  	float off=pos.y-y0;
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  	float pi2=6.28318530717958;
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  	float hlf=0.5;
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  	float scanA=cos(min(0.5,  off *thin     )*pi2)*hlf+hlf;
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  	float scanB=cos(min(0.5,(-off)*thin+thin)*pi2)*hlf+hlf;
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	#if (CRTS_2_TAP == 1)
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	if (CRTS_WARP){
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			// Get rid of wrong pixels on edge
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			scanA*=vin;
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			scanB*=vin;
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	}
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		// Apply vertical filter
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		float3 color=(colA*scanA)+(colB*scanB);
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	#else
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		 // Horizontal kernel is simple gaussian filter
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		float off0=pos.x-x0;
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		float off1=off0-1.0;
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		float off2=off0-2.0;
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		float off3=off0-3.0;
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		float pix0=exp2(blur*off0*off0);
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		float pix1=exp2(blur*off1*off1);
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		float pix2=exp2(blur*off2*off2);
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		float pix3=exp2(blur*off3*off3);
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		float pixT=rcp(pix0+pix1+pix2+pix3);
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	if (CRTS_WARP){
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		// Get rid of wrong pixels on edge
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		pixT*=vin;
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		}
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		scanA*=pixT;
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		scanB*=pixT;
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		// Apply horizontal and vertical filters
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		float3 color=
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			(colA0*pix0+colA1*pix1+colA2*pix2+colA3*pix3)*scanA +
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			(colB0*pix0+colB1*pix1+colB2*pix2+colB3*pix3)*scanB;
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	#endif
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		// Apply phosphor mask          
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		color*=CrtsMask(ipos,mask);
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		// Optional color processing
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	if (CRTS_TONE){
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		// Tonal control, start by protecting from /0
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		float peak=max(1.0/(256.0*65536.0),max(color.r,max(color.g,color.b)));
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		// Compute the ratios of {R,G,B}
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		float3 ratio=color*rcp(peak);
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		// Apply tonal curve to peak value
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	if (CRTS_CONTRAST){
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			peak=pow(peak,tone.x);
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	}
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		peak=peak*rcp(peak*tone.y+tone.z);
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		// Apply saturation
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	if (CRTS_SATURATION){
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			ratio=pow(ratio,float3(tone.w,tone.w,tone.w));
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	}
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		// Reconstruct color
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		return ratio*peak;
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	} else {
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		return color;
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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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//
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//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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void PS_CRTLottes2018(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 color : SV_Target0)
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{
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	color = tex2D(ReShade::BackBuffer, texcoord.xy);
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 	color.rgb=CrtsFilter(
 | 
						|
  	vpos.xy,
 | 
						|
  	float2(INPUT_X,INPUT_Y)/ReShade::ScreenSize.xy,
 | 
						|
  	float2(INPUT_X,INPUT_Y)*0.5,
 | 
						|
  	1.0/float2(INPUT_X,INPUT_Y),
 | 
						|
  	1.0/ReShade::ScreenSize.xy,
 | 
						|
  	2.0/ReShade::ScreenSize.xy,
 | 
						|
  	INPUT_Y,
 | 
						|
  	float2(1.0/CRTS_WARP_X,1.0/CRTS_WARP_Y),
 | 
						|
  	INPUT_THIN,
 | 
						|
  	INPUT_BLUR,
 | 
						|
  	INPUT_MASK,
 | 
						|
  	CrtsTone(1.0,0.0,INPUT_THIN,INPUT_MASK));
 | 
						|
 	
 | 
						|
	 ToSRGB(color.rgb);
 | 
						|
}
 | 
						|
 | 
						|
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 | 
						|
//
 | 
						|
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 | 
						|
 | 
						|
 | 
						|
technique CRTLottes2018
 | 
						|
{
 | 
						|
	pass
 | 
						|
	{
 | 
						|
		VertexShader = PostProcessVS;
 | 
						|
		PixelShader = PS_CRTLottes2018;
 | 
						|
	}
 | 
						|
} |