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Make constants all caps
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0bad7464cb
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3 changed files with 15 additions and 15 deletions
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@ -37,9 +37,9 @@ static const float3 samples[24] = {
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};
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// minimum luminance for a pixel to contribute bloom
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extern static const float bloom_threshold = 0.2f;
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extern static const float BLOOM_THRESHOLD = 0.2f;
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// strength of the bloom contribution
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extern static const float bloom_strength = 0.2f;
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extern static const float BLOOM_STRENGTH = 0.2f;
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float lum(float4 c) {
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return 0.299f * c.r + 0.587f * c.g + 0.114f * c.b;
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@ -64,7 +64,7 @@ public float4 fragment_main(
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float3 s = samples[i];
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float4 sc = t.backbuffer.Sample(uv + s.xy * step);
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float l = lum(sc);
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result += (float4)(l * s.z * sc * bloom_strength) * ::step(bloom_threshold, l);
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result += (float4)(l * s.z * sc * BLOOM_STRENGTH) * ::step(BLOOM_THRESHOLD, l);
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}
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return result;
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@ -9,9 +9,9 @@
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import kitty_custom_shader_types;
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extern static const float warp = 0.25f; // simulates curvature of CRT monitor
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extern static const float scan = 0.50f; // simulates darkness between scanlines
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extern static const float4 tint = float4(0, 0.8, 0.6, 0); // tint color set the fourth component to 1 to apply it fully
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extern static const float WARP = 0.25f; // simulates curvature of CRT monitor
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extern static const float SCAN = 0.50f; // simulates darkness between scanlines
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extern static const float4 TINT = float4(0, 0.8, 0.6, 0); // tint color set the fourth component to 1 to apply it fully
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public float4 fragment_main(
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float4 color,
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@ -28,20 +28,20 @@ public float4 fragment_main(
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dc *= dc;
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// Warp UV to simulate CRT screen curvature
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uv.x -= 0.5f; uv.x *= 1.0f + (dc.y * (0.3f * warp)); uv.x += 0.5f;
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uv.y -= 0.5f; uv.y *= 1.0f + (dc.x * (0.4f * warp)); uv.y += 0.5f;
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uv.x -= 0.5f; uv.x *= 1.0f + (dc.y * (0.3f * WARP)); uv.x += 0.5f;
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uv.y -= 0.5f; uv.y *= 1.0f + (dc.x * (0.4f * WARP)); uv.y += 0.5f;
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// Original Y pixel coordinate within the viewport (for scanline phase)
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float fragCoordY = (t.pos.y - viewport.y) * float(d.viewport_size_pixels.y);
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// Scanline darkness at this pixel row
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float apply = abs(sin(fragCoordY) * 0.25f * scan);
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float apply = abs(sin(fragCoordY) * 0.25f * SCAN);
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// Sample the backbuffer at the warped viewport UV
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float2 sample_uv = viewport.xy + uv * viewport.zw;
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float3 col = t.backbuffer.Sample(sample_uv).rgb;
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// apply the tint
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col = lerp(col, col * tint.rgb, tint.a);
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col = lerp(col, col * TINT.rgb, TINT.a);
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// since this shaders moves pixels around it cannot work with alpha < 1
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return float4(lerp(col, float3(0.0f), apply), 1);
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@ -7,15 +7,15 @@
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import kitty_custom_shader_types;
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// size of the simulated pixels
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extern static const float resolution = 4.0;
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extern static const float RESOLUTION = 4.0;
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// strength of the effect
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extern static const float strength = 0.5;
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extern static const float STRENGTH = 0.5;
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void scanline(inout float3 color, float2 pixel_pos) {
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float scanline = step(1.2, fmod(pixel_pos.y, resolution));
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float grille = step(1.2, fmod(pixel_pos.x, resolution));
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color *= max(1.0 - strength, scanline * grille);
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float scanline = step(1.2, fmod(pixel_pos.y, RESOLUTION));
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float grille = step(1.2, fmod(pixel_pos.x, RESOLUTION));
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color *= max(1.0 - STRENGTH, scanline * grille);
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}
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public float4 fragment_main(
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