EmulatorJS/data/shaders.js

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window.EJS_SHADERS = {
"2xScaleHQ.glslp": "shaders = 1\n\nshader0 = \"2xScaleHQ.glsl\"\nfilter_linear0 = false\nscale_type_0 = source\n",
"4xScaleHQ.glslp": "shaders = 1\n\nshader0 = \"4xScaleHQ.glsl\"\nfilter_linear0 = false\nscale_type_0 = source\n",
"crt-easymode.glslp": "shaders = 1\n\nshader0 = crt-easymode.glsl\nfilter_linear0 = false\nscale_type_0 = source\n",
"crt-aperture.glslp": "shaders = 1\n\nshader0 = crt-aperture.glsl\nfilter_linear0 = false\n",
"crt-geom.glslp": "shaders = 1\n\nshader0 = crt-geom.glsl\nfilter_linear0 = false\nscale_type_0 = source\n",
"crt-mattias.glslp": "\nshaders = 1\nshader0 = crt-mattias.glsl\nfilter_linear0 = false\n",
"2xScaleHQ.glsl": "/*\n2xGLSLHqFilter shader\n\nCopyright (C) 2005 guest(r) - guest.r@gmail.com\n\nThis program is free software; you can redistribute it and/or\nmodify it under the terms of the GNU General Public License\nas published by the Free Software Foundation; either version 2\nof the License, or (at your option) any later version.\n\nThis program is distributed in the hope that it will be useful,\nbut WITHOUT ANY WARRANTY; without even the implied warranty of\nMERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\nGNU General Public License for more details.\n\nYou should have received a copy of the GNU General Public License\nalong with this program; if not, write to the Free Software\nFoundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.\n*/\n\n#if defined(VERTEX)\n\n#if __VERSION__ >= 130\n#define COMPAT_VARYING out\n#define COMPAT_ATTRIBUTE in\n#define COMPAT_TEXTURE texture\n#else\n#define COMPAT_VARYING varying \n#define COMPAT_ATTRIBUTE attribute \n#define COMPAT_TEXTURE texture2D\n#endif\n\n#ifdef GL_ES\n#define COMPAT_PRECISION mediump\n#else\n#define COMPAT_PRECISION\n#endif\n\nCOMPAT_ATTRIBUTE vec4 VertexCoord;\nCOMPAT_ATTRIBUTE vec4 COLOR;\nCOMPAT_ATTRIBUTE vec4 TexCoord;\nCOMPAT_VARYING vec4 COL0;\nCOMPAT_VARYING vec4 TEX0;\nCOMPAT_VARYING vec4 t1;\nCOMPAT_VARYING vec4 t2;\nCOMPAT_VARYING vec4 t3;\nCOMPAT_VARYING vec4 t4;\n\nvec4 _oPosition1; \nuniform mat4 MVPMatrix;\nuniform COMPAT_PRECISION int FrameDirection;\nuniform COMPAT_PRECISION int FrameCount;\nuniform COMPAT_PRECISION vec2 OutputSize;\nuniform COMPAT_PRECISION vec2 TextureSize;\nuniform COMPAT_PRECISION vec2 InputSize;\n\n// compatibility #defines\n#define vTexCoord TEX0.xy\n#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize\n#define OutSize vec4(OutputSize, 1.0 / OutputSize)\n\nvoid main()\n{\ngl_Position = MVPMatrix * VertexCoord;\nTEX0.xy = TexCoord.xy;\nfloat x = 0.5 * SourceSize.z;\nfloat y = 0.5 * SourceSize.w;\nvec2 dg1 = vec2( x, y);\nvec2 dg2 = vec2(-x, y);\nvec2 dx = vec2(x, 0.0);\nvec2 dy = vec2(0.0, y);\nt1 = vec4(vTexCoord - dg1, vTexCoord - dy);\nt2 = vec4(vTexCoord - dg2, vTexCoord + dx);\nt3 = vec4(vTexCoord + dg1, vTexCoord + dy);\nt4 = vec4(vTexCoord + dg2, vTexCoord - dx);\n}\n\n#elif defined(FRAGMENT)\n\n#if __VERSION__ >= 130\n#define COMPAT_VARYING in\n#define COMPAT_TEXTURE texture\nout vec4 FragColor;\n#else\n#define COMPAT_VARYING varying\n#define FragColor gl_FragColor\n#define COMPAT_TEXTURE texture2D\n#endif\n\n#ifdef GL_ES\n#ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n#else\nprecision mediump float;\n#endif\n#define COMPAT_PRECISION mediump\n#else\n#define COMPAT_PRECISION\n#endif\n\nuniform COMPAT_PRECISION int FrameDirection;\nuniform COMPAT_PRECISION int FrameCount;\nuniform COMPAT_PRECISION vec2 OutputSize;\nuniform COMPAT_PRECISION vec2 TextureSize;\nuniform COMPAT_PRECISION vec2 InputSize;\nuniform sampler2D Texture;\nCOMPAT_VARYING vec4 TEX0;\nCOMPAT_VARYING vec4 t1;\nCOMPAT_VARYING vec4 t2;\nCOMPAT_VARYING vec4 t3;\nCOMPAT_VARYING vec4 t4;\n\n// compatibility #defines\n#define Source Texture\n#define vTexCoord TEX0.xy\n\n#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize\n#define OutSize vec4(OutputSize, 1.0 / OutputSize)\n\nfloat mx = 0.325; // start smoothing wt.\nfloat k = -0.250; // wt. decrease factor\nfloat max_w = 0.25; // max filter weight\nfloat min_w =-0.05; // min filter weight\nfloat lum_add = 0.25; // affects smoothing\nvec3 dt = vec3(1.0);\n\nvoid main()\n{\nvec3 c00 = COMPAT_TEXTURE(Source, t1.xy).xyz; \nvec3 c10 = COMPAT_TEXTURE(Source, t1.zw).xyz; \nvec3 c20 = COMPAT_TEXTURE(Source, t2.xy).xyz; \nvec3 c01 = COMPAT_TEXTURE(Source, t4.zw).xyz; \nvec3 c11 = COMPAT_TEXTURE(Source, vTexCoord).xyz; \nvec3 c21 = COMPAT_TEXTURE(Source, t2.zw).xyz; \nvec3 c02 = COMPAT_TEXTURE(Source, t4.xy).xyz; \nvec3 c12 = COMPAT_TEXTURE(Source, t3.zw).xyz; \nvec3 c22 = COMPAT_TEXTURE(Source, t3.xy).xyz; \n\nfloat md1 = dot(abs(c00 - c22), dt);\nfloat md2 = dot(abs(c
"4xScaleHQ.glsl": "/*\n4xGLSLHqFilter shader\n\nCopyright (C) 2005 guest(r) - guest.r@gmail.com\n\nThis program is free software; you can redistribute it and/or\nmodify it under the terms of the GNU General Public License\nas published by the Free Software Foundation; either version 2\nof the License, or (at your option) any later version.\n\nThis program is distributed in the hope that it will be useful,\nbut WITHOUT ANY WARRANTY; without even the implied warranty of\nMERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\nGNU General Public License for more details.\n\nYou should have received a copy of the GNU General Public License\nalong with this program; if not, write to the Free Software\nFoundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.\n*/\n\n#if defined(VERTEX)\n\n#if __VERSION__ >= 130\n#define COMPAT_VARYING out\n#define COMPAT_ATTRIBUTE in\n#define COMPAT_TEXTURE texture\n#else\n#define COMPAT_VARYING varying \n#define COMPAT_ATTRIBUTE attribute \n#define COMPAT_TEXTURE texture2D\n#endif\n\n#ifdef GL_ES\n#define COMPAT_PRECISION mediump\n#else\n#define COMPAT_PRECISION\n#endif\n\nCOMPAT_ATTRIBUTE vec4 VertexCoord;\nCOMPAT_ATTRIBUTE vec4 COLOR;\nCOMPAT_ATTRIBUTE vec4 TexCoord;\nCOMPAT_VARYING vec4 COL0;\nCOMPAT_VARYING vec4 TEX0;\nCOMPAT_VARYING vec4 t1;\nCOMPAT_VARYING vec4 t2;\nCOMPAT_VARYING vec4 t3;\nCOMPAT_VARYING vec4 t4;\nCOMPAT_VARYING vec4 t5;\nCOMPAT_VARYING vec4 t6;\n\nvec4 _oPosition1; \nuniform mat4 MVPMatrix;\nuniform COMPAT_PRECISION int FrameDirection;\nuniform COMPAT_PRECISION int FrameCount;\nuniform COMPAT_PRECISION vec2 OutputSize;\nuniform COMPAT_PRECISION vec2 TextureSize;\nuniform COMPAT_PRECISION vec2 InputSize;\n\n// compatibility #defines\n#define vTexCoord TEX0.xy\n#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize\n#define OutSize vec4(OutputSize, 1.0 / OutputSize)\n\nvoid main()\n{\ngl_Position = MVPMatrix * VertexCoord;\nTEX0.xy = TexCoord.xy;\nfloat x = 0.5 * SourceSize.z;\nfloat y = 0.5 * SourceSize.w;\nvec2 dg1 = vec2( x, y);\nvec2 dg2 = vec2(-x, y);\nvec2 sd1 = dg1 * 0.5;\nvec2 sd2 = dg2 * 0.5;\nvec2 ddx = vec2(x, 0.0);\nvec2 ddy = vec2(0.0, y);\nt1 = vec4(vTexCoord - sd1, vTexCoord - ddy);\nt2 = vec4(vTexCoord - sd2, vTexCoord + ddx);\nt3 = vec4(vTexCoord + sd1, vTexCoord + ddy);\nt4 = vec4(vTexCoord + sd2, vTexCoord - ddx);\nt5 = vec4(vTexCoord - dg1, vTexCoord - dg2);\nt6 = vec4(vTexCoord + dg1, vTexCoord + dg2);\n}\n\n#elif defined(FRAGMENT)\n\n#if __VERSION__ >= 130\n#define COMPAT_VARYING in\n#define COMPAT_TEXTURE texture\nout vec4 FragColor;\n#else\n#define COMPAT_VARYING varying\n#define FragColor gl_FragColor\n#define COMPAT_TEXTURE texture2D\n#endif\n\n#ifdef GL_ES\n#ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n#else\nprecision mediump float;\n#endif\n#define COMPAT_PRECISION mediump\n#else\n#define COMPAT_PRECISION\n#endif\n\nuniform COMPAT_PRECISION int FrameDirection;\nuniform COMPAT_PRECISION int FrameCount;\nuniform COMPAT_PRECISION vec2 OutputSize;\nuniform COMPAT_PRECISION vec2 TextureSize;\nuniform COMPAT_PRECISION vec2 InputSize;\nuniform sampler2D Texture;\nCOMPAT_VARYING vec4 TEX0;\nCOMPAT_VARYING vec4 t1;\nCOMPAT_VARYING vec4 t2;\nCOMPAT_VARYING vec4 t3;\nCOMPAT_VARYING vec4 t4;\nCOMPAT_VARYING vec4 t5;\nCOMPAT_VARYING vec4 t6;\n\n// compatibility #defines\n#define Source Texture\n#define vTexCoord TEX0.xy\n\n#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize\n#define OutSize vec4(OutputSize, 1.0 / OutputSize)\n\nfloat mx = 1.0; // start smoothing wt.\nfloat k = -1.10; // wt. decrease factor\nfloat max_w = 0.75; // max filter weight\nfloat min_w = 0.03; // min filter weight\nfloat lum_add = 0.33; // affects smoothing\nvec3 dt = vec3(1.0);\n\nvoid main()\n{\nvec3 c = COMPAT_TEXTURE(Source, vTexCoord).xyz;\nvec3 i1 = COMPAT_TEXTURE(Source, t1.xy).xyz; \nvec3 i2 = COMPAT_TEXTURE(Source, t2.xy).xyz; \nvec3 i3 = COMPAT_TEXTURE(Source, t3.xy).xyz; \nvec3 i4 = COMPAT_TEXTURE(Source, t4.xy).xyz; \nvec3 o1 = COMPAT_T
"crt-easymode.glsl": "#if defined(VERTEX)\n\n #if __VERSION__ >= 130\n #define COMPAT_VARYING out\n #define COMPAT_ATTRIBUTE in\n #define COMPAT_TEXTURE texture\n #else\n #define COMPAT_VARYING varying\n #define COMPAT_ATTRIBUTE attribute\n #define COMPAT_TEXTURE texture2D\n #endif\n \n #ifdef GL_ES\n #define COMPAT_PRECISION mediump\n #else\n #define COMPAT_PRECISION\n #endif\n COMPAT_VARYING float _frame_rotation;\n struct input_dummy {\n vec2 _video_size;\n vec2 _texture_size;\n vec2 _output_dummy_size;\n float _frame_count;\n float _frame_direction;\n float _frame_rotation;\n };\n vec4 _oPosition1;\n vec4 _r0005;\n COMPAT_ATTRIBUTE vec4 VertexCoord;\n COMPAT_ATTRIBUTE vec4 TexCoord;\n COMPAT_VARYING vec4 TEX0;\n \n uniform mat4 MVPMatrix;\n uniform int FrameDirection;\n uniform int FrameCount;\n uniform COMPAT_PRECISION vec2 OutputSize;\n uniform COMPAT_PRECISION vec2 TextureSize;\n uniform COMPAT_PRECISION vec2 InputSize;\n void main()\n {\n vec2 _oTex;\n _r0005 = VertexCoord.x*MVPMatrix[0];\n _r0005 = _r0005 + VertexCoord.y*MVPMatrix[1];\n _r0005 = _r0005 + VertexCoord.z*MVPMatrix[2];\n _r0005 = _r0005 + VertexCoord.w*MVPMatrix[3];\n _oPosition1 = _r0005;\n _oTex = TexCoord.xy;\n gl_Position = _r0005;\n TEX0.xy = TexCoord.xy;\n }\n #elif defined(FRAGMENT)\n \n #if __VERSION__ >= 130\n #define COMPAT_VARYING in\n #define COMPAT_TEXTURE texture\n out vec4 FragColor;\n #else\n #define COMPAT_VARYING varying\n #define FragColor gl_FragColor\n #define COMPAT_TEXTURE texture2D\n #endif\n \n #ifdef GL_ES\n #ifdef GL_FRAGMENT_PRECISION_HIGH\n precision highp float;\n #else\n precision mediump float;\n #endif\n #define COMPAT_PRECISION mediump\n #else\n #define COMPAT_PRECISION\n #endif\n COMPAT_VARYING float _frame_rotation;\n struct input_dummy {\n vec2 _video_size;\n vec2 _texture_size;\n vec2 _output_dummy_size;\n float _frame_count;\n float _frame_direction;\n float _frame_rotation;\n };\n vec4 _ret_0;\n float _TMP30;\n float _TMP29;\n float _TMP28;\n float _TMP13;\n float _TMP32;\n float _TMP11;\n float _TMP10;\n float _TMP31;\n float _TMP9;\n float _TMP8;\n float _TMP15;\n float _TMP14;\n float _TMP33;\n vec4 _TMP34;\n vec4 _TMP27;\n vec4 _TMP25;\n vec4 _TMP23;\n vec4 _TMP21;\n vec4 _TMP26;\n vec4 _TMP24;\n vec4 _TMP22;\n vec4 _TMP20;\n float _TMP4;\n vec4 _TMP3;\n vec4 _TMP2;\n float _TMP19;\n float _TMP18;\n float _TMP17;\n float _TMP16;\n vec4 _TMP1;\n vec2 _TMP0;\n uniform sampler2D Texture;\n input_dummy _IN1;\n float _TMP43;\n float _x_step0044;\n float _curve0044;\n float _a0048;\n float _val0052;\n float _a0052;\n vec4 _TMP57;\n vec4 _x0072;\n vec2 _c0086;\n vec4 _x0088;\n vec4 _x0094;\n vec2 _c0098;\n vec4 _x0100;\n vec2 _c0104;\n vec4 _x0106;\n vec4 _sample_min0110;\n vec4 _sample_max0110;\n vec4 _r0112;\n vec4 _TMP117;\n vec2 _co0124;\n vec2 _c0126;\n vec4 _x0128;\n vec4 _x0134;\n vec2 _c0138;\n vec4 _x0140;\n vec2 _c0144;\n vec4 _x0146;\n vec4 _sample_min0150;\n vec4 _sample_max0150;\n vec4 _r0152;\n vec4 _TMP157;\n float _TMP163;\n float _x_step0164;\n float _curve0164;\n float _a0168;\n float _val0172;\n float _a0172;\n float _TMP183;\n float _TMP189;\n float _x0190;\n float _a0196;\n float _x0198;\n vec2 _x0200;\n float _x0208;\n COMPAT_VARYING vec4 TEX0;\n \n uniform COMPAT_PRECISION vec2 OutputSize;\n uniform COMPAT_PRECISION vec2 TextureSize;\n uniform COMPAT_PRECISION vec2 InputSize;\n void main()\n {\n vec2 _dx1;\n vec2 _dy;\n vec2 _pix_co;\n vec2 _tex_co;\n vec2 _dist;\n vec3 _col2;\n vec3 _col21;\n vec4 _coeffs1;\n float _luma;\n float _bright;\n float _scan_weight;\n
"crt-aperture.glsl": "\n/*\nCRT Shader by EasyMode\nLicense: GPL\n*/\n/*\n#pragma parameter SHARPNESS_IMAGE \"Sharpness Image\" 1.0 1.0 5.0 1.0\n#pragma parameter SHARPNESS_EDGES \"Sharpness Edges\" 3.0 1.0 5.0 1.0\n#pragma parameter GLOW_WIDTH \"Glow Width\" 0.5 0.05 0.65 0.05\n#pragma parameter GLOW_HEIGHT \"Glow Height\" 0.5 0.05 0.65 0.05\n#pragma parameter GLOW_HALATION \"Glow Halation\" 0.1 0.0 1.0 0.01\n#pragma parameter GLOW_DIFFUSION \"Glow Diffusion\" 0.05 0.0 1.0 0.01\n#pragma parameter MASK_COLORS \"Mask Colors\" 2.0 2.0 3.0 1.0\n#pragma parameter MASK_STRENGTH \"Mask Strength\" 0.3 0.0 1.0 0.05\n#pragma parameter MASK_SIZE \"Mask Size\" 1.0 1.0 9.0 1.0\n#pragma parameter SCANLINE_SIZE_MIN \"Scanline Size Min.\" 0.5 0.5 1.5 0.05\n#pragma parameter SCANLINE_SIZE_MAX \"Scanline Size Max.\" 1.5 0.5 1.5 0.05\n#pragma parameter GAMMA_INPUT \"Gamma Input\" 2.4 1.0 5.0 0.1\n#pragma parameter GAMMA_OUTPUT \"Gamma Output\" 2.4 1.0 5.0 0.1\n#pragma parameter BRIGHTNESS \"Brightness\" 1.5 0.0 2.0 0.05\n* */\n\n#define Coord TEX0\n\n#if defined(VERTEX)\n\n#if __VERSION__ >= 130\n#define OUT out\n#define IN in\n#define tex2D texture\n#else\n#define OUT varying \n#define IN attribute \n#define tex2D texture2D\n#endif\n\n#ifdef GL_ES\n#define PRECISION mediump\n#else\n#define PRECISION\n#endif\n\nIN vec4 VertexCoord;\nIN vec4 Color;\nIN vec2 TexCoord;\nOUT vec4 color;\nOUT vec2 Coord;\n\nuniform mat4 MVPMatrix;\nuniform PRECISION int FrameDirection;\nuniform PRECISION int FrameCount;\nuniform PRECISION vec2 OutputSize;\nuniform PRECISION vec2 TextureSize;\nuniform PRECISION vec2 InputSize;\n\nvoid main()\n{\ngl_Position = MVPMatrix * VertexCoord;\ncolor = Color;\nCoord = TexCoord;\n}\n\n#elif defined(FRAGMENT)\n\n#if __VERSION__ >= 130\n#define IN in\n#define tex2D texture\nout vec4 FragColor;\n#else\n#define IN varying\n#define FragColor gl_FragColor\n#define tex2D texture2D\n#endif\n\n#ifdef GL_ES\n#ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n#else\nprecision mediump float;\n#endif\n#define PRECISION mediump\n#else\n#define PRECISION\n#endif\n\nuniform PRECISION int FrameDirection;\nuniform PRECISION int FrameCount;\nuniform PRECISION vec2 OutputSize;\nuniform PRECISION vec2 TextureSize;\nuniform PRECISION vec2 InputSize;\nuniform sampler2D Texture;\nIN vec2 Coord;\n\n#ifdef PARAMETER_UNIFORM\nuniform PRECISION float SHARPNESS_IMAGE;\nuniform PRECISION float SHARPNESS_EDGES;\nuniform PRECISION float GLOW_WIDTH;\nuniform PRECISION float GLOW_HEIGHT;\nuniform PRECISION float GLOW_HALATION;\nuniform PRECISION float GLOW_DIFFUSION;\nuniform PRECISION float MASK_COLORS;\nuniform PRECISION float MASK_STRENGTH;\nuniform PRECISION float MASK_SIZE;\nuniform PRECISION float SCANLINE_SIZE_MIN;\nuniform PRECISION float SCANLINE_SIZE_MAX;\nuniform PRECISION float GAMMA_INPUT;\nuniform PRECISION float GAMMA_OUTPUT;\nuniform PRECISION float BRIGHTNESS;\n#else\n#define SHARPNESS_IMAGE 1.0\n#define SHARPNESS_EDGES 3.0\n#define GLOW_WIDTH 0.5\n#define GLOW_HEIGHT 0.5\n#define GLOW_HALATION 0.1\n#define GLOW_DIFFUSION 0.05\n#define MASK_COLORS 2.0\n#define MASK_STRENGTH 0.3\n#define MASK_SIZE 1.0\n#define SCANLINE_SIZE_MIN 0.5\n#define SCANLINE_SIZE_MAX 1.5\n#define GAMMA_INPUT 2.4\n#define GAMMA_OUTPUT 2.4\n#define BRIGHTNESS 1.5\n#endif\n\n#define FIX(c) max(abs(c), 1e-5)\n#define PI 3.141592653589\n#define saturate(c) clamp(c, 0.0, 1.0)\n#define TEX2D(c) pow(tex2D(tex, c).rgb, vec3(GAMMA_INPUT))\n\nmat3 get_color_matrix(sampler2D tex, vec2 co, vec2 dx)\n{\nreturn mat3(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx));\n}\n\nvec3 blur(mat3 m, float dist, float rad)\n{\nvec3 x = vec3(dist - 1.0, dist, dist + 1.0) / rad;\nvec3 w = exp2(x * x * -1.0);\n\nreturn (m[0] * w.x + m[1] * w.y + m[2] * w.z) / (w.x + w.y + w.z);\n}\n\nvec3 filter_gaussian(sampler2D tex, vec2 co, vec2 tex_size)\n{\nvec2 dx = vec2(1.0 / tex_size.x, 0.0);\nvec2 dy = vec2(0.0, 1.0 / tex_size.y);\nvec2 pix_co = co * tex_size;\nvec2 tex_co = (floor(pix_co) + 0.5) / tex_size;\nvec2 dist = (fract(pix_co) - 0.5) * -1.0;\n\nmat3 line0 = get_color_matrix(tex, te
"crt-geom.glsl": "\n/*\nCRT-interlaced\n\nCopyright (C) 2010-2012 cgwg, Themaister and DOLLS\n\nThis program is free software; you can redistribute it and/or modify it\nunder the terms of the GNU General Public License as published by the Free\nSoftware Foundation; either version 2 of the License, or (at your option)\nany later version.\n\n(cgwg gave their consent to have the original version of this shader\ndistributed under the GPL in this message:\n\nhttp://board.byuu.org/viewtopic.php?p=26075#p26075\n\n\"Feel free to distribute my shaders under the GPL. After all, the\nbarrel distortion code was taken from the Curvature shader, which is\nunder the GPL.\"\n)\nThis shader variant is pre-configured with screen curvature\n*/\n/*\n#pragma parameter CRTgamma \"CRTGeom Target Gamma\" 2.4 0.1 5.0 0.1\n#pragma parameter monitorgamma \"CRTGeom Monitor Gamma\" 2.2 0.1 5.0 0.1\n#pragma parameter d \"CRTGeom Distance\" 1.6 0.1 3.0 0.1\n#pragma parameter CURVATURE \"CRTGeom Curvature Toggle\" 1.0 0.0 1.0 1.0\n#pragma parameter R \"CRTGeom Curvature Radius\" 2.0 0.1 10.0 0.1\n#pragma parameter cornersize \"CRTGeom Corner Size\" 0.03 0.001 1.0 0.005\n#pragma parameter cornersmooth \"CRTGeom Corner Smoothness\" 1000.0 80.0 2000.0 100.0\n#pragma parameter x_tilt \"CRTGeom Horizontal Tilt\" 0.0 -0.5 0.5 0.05\n#pragma parameter y_tilt \"CRTGeom Vertical Tilt\" 0.0 -0.5 0.5 0.05\n#pragma parameter overscan_x \"CRTGeom Horiz. Overscan %\" 100.0 -125.0 125.0 1.0\n#pragma parameter overscan_y \"CRTGeom Vert. Overscan %\" 100.0 -125.0 125.0 1.0\n#pragma parameter DOTMASK \"CRTGeom Dot Mask Toggle\" 0.3 0.0 0.3 0.3\n#pragma parameter SHARPER \"CRTGeom Sharpness\" 1.0 1.0 3.0 1.0\n#pragma parameter scanline_weight \"CRTGeom Scanline Weight\" 0.3 0.1 0.5 0.05\n*/\n\n#ifndef PARAMETER_UNIFORM\n#define CRTgamma 2.4\n#define monitorgamma 2.2\n#define d 1.6\n#define CURVATURE 1.0\n#define R 2.0\n#define cornersize 0.03\n#define cornersmooth 1000.0\n#define x_tilt 0.0\n#define y_tilt 0.0\n#define overscan_x 100.0\n#define overscan_y 100.0\n#define DOTMASK 0.3\n#define SHARPER 1.0\n#define scanline_weight 0.3\n#endif\n\n#if defined(VERTEX)\n\n#if __VERSION__ >= 130\n#define COMPAT_VARYING out\n#define COMPAT_ATTRIBUTE in\n#define COMPAT_TEXTURE texture\n#else\n#define COMPAT_VARYING varying \n#define COMPAT_ATTRIBUTE attribute \n#define COMPAT_TEXTURE texture2D\n#endif\n\n#ifdef GL_ES\n#define COMPAT_PRECISION mediump\n#else\n#define COMPAT_PRECISION\n#endif\n\nCOMPAT_ATTRIBUTE vec4 VertexCoord;\nCOMPAT_ATTRIBUTE vec4 COLOR;\nCOMPAT_ATTRIBUTE vec4 TexCoord;\nCOMPAT_VARYING vec4 COL0;\nCOMPAT_VARYING vec4 TEX0;\n\nvec4 _oPosition1; \nuniform mat4 MVPMatrix;\nuniform COMPAT_PRECISION int FrameDirection;\nuniform COMPAT_PRECISION int FrameCount;\nuniform COMPAT_PRECISION vec2 OutputSize;\nuniform COMPAT_PRECISION vec2 TextureSize;\nuniform COMPAT_PRECISION vec2 InputSize;\n\nCOMPAT_VARYING vec2 overscan;\nCOMPAT_VARYING vec2 aspect;\nCOMPAT_VARYING vec3 stretch;\nCOMPAT_VARYING vec2 sinangle;\nCOMPAT_VARYING vec2 cosangle;\nCOMPAT_VARYING vec2 one;\nCOMPAT_VARYING float mod_factor;\nCOMPAT_VARYING vec2 ilfac;\n\n#ifdef PARAMETER_UNIFORM\nuniform COMPAT_PRECISION float CRTgamma;\nuniform COMPAT_PRECISION float monitorgamma;\nuniform COMPAT_PRECISION float d;\nuniform COMPAT_PRECISION float CURVATURE;\nuniform COMPAT_PRECISION float R;\nuniform COMPAT_PRECISION float cornersize;\nuniform COMPAT_PRECISION float cornersmooth;\nuniform COMPAT_PRECISION float x_tilt;\nuniform COMPAT_PRECISION float y_tilt;\nuniform COMPAT_PRECISION float overscan_x;\nuniform COMPAT_PRECISION float overscan_y;\nuniform COMPAT_PRECISION float DOTMASK;\nuniform COMPAT_PRECISION float SHARPER;\nuniform COMPAT_PRECISION float scanline_weight;\n#endif\n\n#define FIX(c) max(abs(c), 1e-5);\n\nfloat intersect(vec2 xy)\n{\nfloat A = dot(xy,xy)+d*d;\nfloat B = 2.0*(R*(dot(xy,sinangle)-d*cosangle.x*cosangle.y)-d*d);\nfloat C = d*d + 2.0*R*d*cosangle.x*cosangle.y;\nreturn (-B-sqrt(B*B-4.0*A*C))/(2.0*A);\n}\n\nvec2 bkwtrans(vec2 xy)\n{\nfloat c = intersect(xy);\nvec2 point = vec2(c)*x
"crt-mattias.glsl": "\n#pragma parameter CURVATURE \"Curvature\" 0.5 0.0 1.0 0.05\n#pragma parameter SCANSPEED \"Scanline Crawl Speed\" 1.0 0.0 10.0 0.5\n#if defined(VERTEX)\n#if __VERSION__ >= 130\n#define COMPAT_VARYING out\n#define COMPAT_ATTRIBUTE in\n#define COMPAT_TEXTURE texture\n#else\n#define COMPAT_VARYING varying \n#define COMPAT_ATTRIBUTE attribute \n#define COMPAT_TEXTURE texture2D\n#endif\n\n#ifdef GL_ES\n#define COMPAT_PRECISION mediump\n#else\n#define COMPAT_PRECISION\n#endif\n\nCOMPAT_ATTRIBUTE vec4 VertexCoord;\nCOMPAT_ATTRIBUTE vec4 COLOR;\nCOMPAT_ATTRIBUTE vec4 TexCoord;\nCOMPAT_VARYING vec4 COL0;\nCOMPAT_VARYING vec4 TEX0;\n\nvec4 _oPosition1; \nuniform mat4 MVPMatrix;\nuniform COMPAT_PRECISION int FrameDirection;\nuniform COMPAT_PRECISION int FrameCount;\nuniform COMPAT_PRECISION vec2 OutputSize;\nuniform COMPAT_PRECISION vec2 TextureSize;\nuniform COMPAT_PRECISION vec2 InputSize;\n\n#define vTexCoord TEX0.xy\n#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize\n#define OutSize vec4(OutputSize, 1.0 / OutputSize)\n\nvoid main()\n{\n gl_Position = MVPMatrix * VertexCoord;\n TEX0.xy = TexCoord.xy;\n}\n\n#elif defined(FRAGMENT)\n\n#ifdef GL_ES\n#ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n#else\nprecision mediump float;\n#endif\n#define COMPAT_PRECISION mediump\n#else\n#define COMPAT_PRECISION\n#endif\n\n#if __VERSION__ >= 130\n#define COMPAT_VARYING in\n#define COMPAT_TEXTURE texture\nout COMPAT_PRECISION vec4 FragColor;\n#else\n#define COMPAT_VARYING varying\n#define FragColor gl_FragColor\n#define COMPAT_TEXTURE texture2D\n#endif\n\nuniform COMPAT_PRECISION int FrameDirection;\nuniform COMPAT_PRECISION int FrameCount;\nuniform COMPAT_PRECISION vec2 OutputSize;\nuniform COMPAT_PRECISION vec2 TextureSize;\nuniform COMPAT_PRECISION vec2 InputSize;\nuniform sampler2D Texture;\nCOMPAT_VARYING vec4 TEX0;\n\n// compatibility #defines\n#define Source Texture\n#define vTexCoord TEX0.xy\n\n#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize\n#define OutSize vec4(OutputSize, 1.0 / OutputSize)\n\n#ifdef PARAMETER_UNIFORM\nuniform COMPAT_PRECISION float CURVATURE, SCANSPEED;\n#else\n#define CURVATURE 0.5\n#define SCANSPEED 1.0\n#endif\n\n#define iChannel0 Texture\n#define iTime (float(FrameCount) / 60.0)\n#define iResolution OutputSize.xy\n#define fragCoord gl_FragCoord.xy\n\nvec3 sample_( sampler2D tex, vec2 tc )\n{\n vec3 s = pow(COMPAT_TEXTURE(tex,tc).rgb, vec3(2.2));\n return s;\n}\n\nvec3 blur(sampler2D tex, vec2 tc, float offs)\n{\n vec4 xoffs = offs * vec4(-2.0, -1.0, 1.0, 2.0) / (iResolution.x * TextureSize.x / InputSize.x);\n vec4 yoffs = offs * vec4(-2.0, -1.0, 1.0, 2.0) / (iResolution.y * TextureSize.y / InputSize.y);\n tc = tc * InputSize / TextureSize;\n \n vec3 color = vec3(0.0, 0.0, 0.0);\n color += sample_(tex,tc + vec2(xoffs.x, yoffs.x)) * 0.00366;\n color += sample_(tex,tc + vec2(xoffs.y, yoffs.x)) * 0.01465;\n color += sample_(tex,tc + vec2( 0.0, yoffs.x)) * 0.02564;\n color += sample_(tex,tc + vec2(xoffs.z, yoffs.x)) * 0.01465;\n color += sample_(tex,tc + vec2(xoffs.w, yoffs.x)) * 0.00366;\n \n color += sample_(tex,tc + vec2(xoffs.x, yoffs.y)) * 0.01465;\n color += sample_(tex,tc + vec2(xoffs.y, yoffs.y)) * 0.05861;\n color += sample_(tex,tc + vec2( 0.0, yoffs.y)) * 0.09524;\n color += sample_(tex,tc + vec2(xoffs.z, yoffs.y)) * 0.05861;\n color += sample_(tex,tc + vec2(xoffs.w, yoffs.y)) * 0.01465;\n \n color += sample_(tex,tc + vec2(xoffs.x, 0.0)) * 0.02564;\n color += sample_(tex,tc + vec2(xoffs.y, 0.0)) * 0.09524;\n color += sample_(tex,tc + vec2( 0.0, 0.0)) * 0.15018;\n color += sample_(tex,tc + vec2(xoffs.z, 0.0)) * 0.09524;\n color += sample_(tex,tc + vec2(xoffs.w, 0.0)) * 0.02564;\n \n color += sample_(tex,tc + vec2(xoffs.x, yoffs.z)) * 0.01465;\n color += sample_(tex,tc + vec2(xoffs.y, yoffs.z)) * 0.05861;\n color += sample_(tex,tc + vec2( 0.0, yoffs.z)) * 0.09524;\n color += sample_(tex,t
}