EmulatorJS/data/emulator.min.js
2022-08-22 22:13:00 -05:00

1 line
No EOL
258 KiB
JavaScript

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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","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(c02 - c20), dt);\n\nfloat w1 = dot(abs(c22 - c11), dt) * md2;\nfloat w2 = dot(abs(c02 - c11), dt) * md1;\nfloat w3 = dot(abs(c00 - c11), dt) * md2;\nfloat w4 = dot(abs(c20 - c11), dt) * md1;\n\nfloat t1 = w1 + w3;\nfloat t2 = w2 + w4;\nfloat ww = max(t1, t2) + 0.0001;\n\nc11 = (w1 * c00 + w2 * c20 + w3 * c22 + w4 * c02 + ww * c11) / (t1 + t2 + ww);\n\nfloat lc1 = k / (0.12 * dot(c10 + c12 + c11, dt) + lum_add);\nfloat lc2 = k / (0.12 * dot(c01 + c21 + c11, dt) + lum_add);\n\nw1 = clamp(lc1 * dot(abs(c11 - c10), dt) + mx, min_w, max_w);\nw2 = clamp(lc2 * dot(abs(c11 - c21), dt) + mx, min_w, max_w);\nw3 = clamp(lc1 * dot(abs(c11 - c12), dt) + mx, min_w, max_w);\nw4 = clamp(lc2 * dot(abs(c11 - c01), dt) + mx, min_w, max_w);\nFragColor = vec4(w1 * c10 + w2 * c21 + w3 * c12 + w4 * c01 + (1.0 - w1 - w2 - w3 - w4) * c11, 1.0);\n} \n#endif\n","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_TEXTURE(Source, t5.xy).xyz; \nvec3 o3 = COMPAT_TEXTURE(Source, t6.xy).xyz; \nvec3 o2 = COMPAT_TEXTURE(Source, t5.zw).xyz;\nvec3 o4 = COMPAT_TEXTURE(Source, t6.zw).xyz;\nvec3 s1 = COMPAT_TEXTURE(Source, t1.zw).xyz; \nvec3 s2 = COMPAT_TEXTURE(Source, t2.zw).xyz; \nvec3 s3 = COMPAT_TEXTURE(Source, t3.zw).xyz; \nvec3 s4 = COMPAT_TEXTURE(Source, t4.zw).xyz; \n\nfloat ko1=dot(abs(o1-c),dt);\nfloat ko2=dot(abs(o2-c),dt);\nfloat ko3=dot(abs(o3-c),dt);\nfloat ko4=dot(abs(o4-c),dt);\n\nfloat k1=min(dot(abs(i1-i3),dt),max(ko1,ko3));\nfloat k2=min(dot(abs(i2-i4),dt),max(ko2,ko4));\n\nfloat w1 = k2; if(ko3<ko1) w1*=ko3/ko1;\nfloat w2 = k1; if(ko4<ko2) w2*=ko4/ko2;\nfloat w3 = k2; if(ko1<ko3) w3*=ko1/ko3;\nfloat w4 = k1; if(ko2<ko4) w4*=ko2/ko4;\n\nc=(w1*o1+w2*o2+w3*o3+w4*o4+0.001*c)/(w1+w2+w3+w4+0.001);\nw1 = k*dot(abs(i1-c)+abs(i3-c),dt)/(0.125*dot(i1+i3,dt)+lum_add);\nw2 = k*dot(abs(i2-c)+abs(i4-c),dt)/(0.125*dot(i2+i4,dt)+lum_add);\nw3 = k*dot(abs(s1-c)+abs(s3-c),dt)/(0.125*dot(s1+s3,dt)+lum_add);\nw4 = k*dot(abs(s2-c)+abs(s4-c),dt)/(0.125*dot(s2+s4,dt)+lum_add);\n\nw1 = clamp(w1+mx,min_w,max_w); \nw2 = clamp(w2+mx,min_w,max_w);\nw3 = clamp(w3+mx,min_w,max_w); \nw4 = clamp(w4+mx,min_w,max_w);\n\nFragColor = vec4((w1*(i1+i3)+w2*(i2+i4)+w3*(s1+s3)+w4*(s2+s4)+c)/(2.0*(w1+w2+w3+w4)+1.0), 1.0);\n} \n#endif\n","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 vec2 _mod_fac;\n int _dot_no;\n vec3 _mask_weight;\n vec3 _TMP37;\n _dx1 = vec2(1.00000000E+00/TextureSize.x, 0.00000000E+00);\n _dy = vec2(0.00000000E+00, 1.00000000E+00/TextureSize.y);\n _pix_co = TEX0.xy*TextureSize - vec2( 5.00000000E-01, 5.00000000E-01);\n _TMP0 = floor(_pix_co);\n _tex_co = (_TMP0 + vec2( 5.00000000E-01, 5.00000000E-01))/TextureSize;\n _dist = fract(_pix_co);\n _x_step0044 = float((_dist.x >= 5.00000000E-01));\n _a0048 = 2.50000000E-01 - (_dist.x - _x_step0044)*(_dist.x - _x_step0044);\n _TMP33 = inversesqrt(_a0048);\n _TMP14 = 1.00000000E+00/_TMP33;\n _a0052 = 5.00000000E-01 - _dist.x;\n _val0052 = float((_a0052 > 0.00000000E+00));\n _TMP15 = _val0052 - float((_a0052 < 0.00000000E+00));\n _curve0044 = 5.00000000E-01 - _TMP14*_TMP15;\n _TMP43 = _dist.x + 2.50000000E-01*(_curve0044 - _dist.x);\n _coeffs1 = 3.14159274E+00*vec4(1.00000000E+00 + _TMP43, _TMP43, 1.00000000E+00 - _TMP43, 2.00000000E+00 - _TMP43);\n _TMP1 = abs(_coeffs1);\n _TMP57 = max(_TMP1, vec4( 9.99999975E-06, 9.99999975E-06, 9.99999975E-06, 9.99999975E-06));\n _TMP16 = sin(_TMP57.x);\n _TMP17 = sin(_TMP57.y);\n _TMP18 = sin(_TMP57.z);\n _TMP19 = sin(_TMP57.w);\n _TMP2 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);\n _x0072 = _TMP57/2.00000000E+00;\n _TMP16 = sin(_x0072.x);\n _TMP17 = sin(_x0072.y);\n _TMP18 = sin(_x0072.z);\n _TMP19 = sin(_x0072.w);\n _TMP3 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);\n _coeffs1 = ((2.00000000E+00*_TMP2)*_TMP3)/(_TMP57*_TMP57);\n _TMP4 = dot(_coeffs1, vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));\n _coeffs1 = _coeffs1/_TMP4;\n _c0086 = _tex_co - _dx1;\n _TMP20 = COMPAT_TEXTURE(Texture, _c0086);\n _x0088 = vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00) + (_TMP20 - vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));\n _TMP21 = _TMP20*_x0088;\n _TMP22 = COMPAT_TEXTURE(Texture, _tex_co);\n _x0094 = vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00) + (_TMP22 - vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));\n _TMP23 = _TMP22*_x0094;\n _c0098 = _tex_co + _dx1;\n _TMP24 = COMPAT_TEXTURE(Texture, _c0098);\n _x0100 = vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00) + (_TMP24 - vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));\n _TMP25 = _TMP24*_x0100;\n _c0104 = _tex_co + 2.00000000E+00*_dx1;\n _TMP26 = COMPAT_TEXTURE(Texture, _c0104);\n _x0106 = vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00) + (_TMP26 - vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));\n _TMP27 = _TMP26*_x0106;\n _r0112 = _coeffs1.x*_TMP21;\n _r0112 = _r0112 + _coeffs1.y*_TMP23;\n _r0112 = _r0112 + _coeffs1.z*_TMP25;\n _r0112 = _r0112 + _coeffs1.w*_TMP27;\n _sample_min0110 = min(_TMP23, _TMP25);\n _sample_max0110 = max(_TMP23, _TMP25);\n _TMP34 = min(_sample_max0110, _r0112);\n _TMP117 = max(_sample_min0110, _TMP34);\n _co0124 = _tex_co + _dy;\n _c0126 = _co0124 - _dx1;\n _TMP20 = COMPAT_TEXTURE(Texture, _c0126);\n _x0128 = vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00) + (_TMP20 - vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));\n _TMP21 = _TMP20*_x0128;\n _TMP22 = COMPAT_TEXTURE(Texture, _co0124);\n _x0134 = vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00) + (_TMP22 - vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));\n _TMP23 = _TMP22*_x0134;\n _c0138 = _co0124 + _dx1;\n _TMP24 = COMPAT_TEXTURE(Texture, _c0138);\n _x0140 = vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00) + (_TMP24 - vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));\n _TMP25 = _TMP24*_x0140;\n _c0144 = _co0124 + 2.00000000E+00*_dx1;\n _TMP26 = COMPAT_TEXTURE(Texture, _c0144);\n _x0146 = vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00) + (_TMP26 - vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));\n _TMP27 = _TMP26*_x0146;\n _r0152 = _coeffs1.x*_TMP21;\n _r0152 = _r0152 + _coeffs1.y*_TMP23;\n _r0152 = _r0152 + _coeffs1.z*_TMP25;\n _r0152 = _r0152 + _coeffs1.w*_TMP27;\n _sample_min0150 = min(_TMP23, _TMP25);\n _sample_max0150 = max(_TMP23, _TMP25);\n _TMP34 = min(_sample_max0150, _r0152);\n _TMP157 = max(_sample_min0150, _TMP34);\n _x_step0164 = float((_dist.y >= 5.00000000E-01));\n _a0168 = 2.50000000E-01 - (_dist.y - _x_step0164)*(_dist.y - _x_step0164);\n _TMP33 = inversesqrt(_a0168);\n _TMP14 = 1.00000000E+00/_TMP33;\n _a0172 = 5.00000000E-01 - _dist.y;\n _val0172 = float((_a0172 > 0.00000000E+00));\n _TMP15 = _val0172 - float((_a0172 < 0.00000000E+00));\n _curve0164 = 5.00000000E-01 - _TMP14*_TMP15;\n _TMP163 = _dist.y + (_curve0164 - _dist.y);\n _col2 = _TMP117.xyz + _TMP163*(_TMP157.xyz - _TMP117.xyz);\n _luma = dot(vec3( 2.12599993E-01, 7.15200007E-01, 7.22000003E-02), _col2);\n _TMP8 = max(_col2.y, _col2.z);\n _TMP9 = max(_col2.x, _TMP8);\n _bright = (_TMP9 + _luma)/2.00000000E+00;\n _TMP31 = min(6.49999976E-01, _bright);\n _TMP183 = max(3.49999994E-01, _TMP31);\n _x0190 = _bright*1.50000000E+00;\n _TMP31 = min(1.50000000E+00, _x0190);\n _TMP189 = max(1.50000000E+00, _TMP31);\n _a0196 = TEX0.y*2.00000000E+00*3.14159274E+00*TextureSize.y;\n _TMP10 = cos(_a0196);\n _x0198 = _TMP10*5.00000000E-01 + 5.00000000E-01;\n _TMP11 = pow(_x0198, _TMP189);\n _scan_weight = 1.00000000E+00 - _TMP11;\n _x0200 = (TEX0.xy*OutputSize*TextureSize)/InputSize;\n _mod_fac = floor(_x0200);\n _x0208 = _mod_fac.x/3.00000000E+00;\n _TMP32 = floor(_x0208);\n _TMP13 = _mod_fac.x - 3.00000000E+00*_TMP32;\n _dot_no = int(_TMP13);\n if (_dot_no == 0) {\n _mask_weight = vec3( 1.00000000E+00, 6.99999988E-01, 6.99999988E-01);\n } else {\n if (_dot_no == 1) {\n _mask_weight = vec3( 6.99999988E-01, 1.00000000E+00, 6.99999988E-01);\n } else {\n _mask_weight = vec3( 6.99999988E-01, 6.99999988E-01, 1.00000000E+00);\n }\n }\n if (InputSize.y >= 4.00000000E+02) {\n _scan_weight = 1.00000000E+00;\n }\n _col21 = _col2.xyz;\n _col2 = _col2*vec3(_scan_weight, _scan_weight, _scan_weight);\n _col2 = _col2 + _TMP183*(_col21 - _col2);\n _col2 = _col2*_mask_weight;\n _TMP28 = pow(_col2.x, 5.55555582E-01);\n _TMP29 = pow(_col2.y, 5.55555582E-01);\n _TMP30 = pow(_col2.z, 5.55555582E-01);\n _col2 = vec3(_TMP28, _TMP29, _TMP30);\n _TMP37 = _col2*1.20000005E+00;\n _ret_0 = vec4(_TMP37.x, _TMP37.y, _TMP37.z, 1.00000000E+00);\n FragColor = _ret_0;\n return;\n }\n #endif\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, tex_co - dy, dx);\nmat3 line1 = get_color_matrix(tex, tex_co, dx);\nmat3 line2 = get_color_matrix(tex, tex_co + dy, dx);\nmat3 column = mat3(blur(line0, dist.x, GLOW_WIDTH),\n blur(line1, dist.x, GLOW_WIDTH),\n blur(line2, dist.x, GLOW_WIDTH));\n\nreturn blur(column, dist.y, GLOW_HEIGHT);\n}\n\nvec3 filter_lanczos(sampler2D tex, vec2 co, vec2 tex_size, float sharp)\n{\ntex_size.x *= sharp;\n\nvec2 dx = vec2(1.0 / tex_size.x, 0.0);\nvec2 pix_co = co * tex_size - vec2(0.5, 0.0);\nvec2 tex_co = (floor(pix_co) + vec2(0.5, 0.0)) / tex_size;\nvec2 dist = fract(pix_co);\nvec4 coef = PI * vec4(dist.x + 1.0, dist.x, dist.x - 1.0, dist.x - 2.0);\n\ncoef = FIX(coef);\ncoef = 2.0 * sin(coef) * sin(coef / 2.0) / (coef * coef);\ncoef /= dot(coef, vec4(1.0));\n\nvec4 col1 = vec4(TEX2D(tex_co), 1.0);\nvec4 col2 = vec4(TEX2D(tex_co + dx), 1.0);\n\nreturn (mat4(col1, col1, col2, col2) * coef).rgb;\n}\n\nvec3 get_scanline_weight(float x, vec3 col)\n{\nvec3 beam = mix(vec3(SCANLINE_SIZE_MIN), vec3(SCANLINE_SIZE_MAX), col);\nvec3 x_mul = 2.0 / beam;\nvec3 x_offset = x_mul * 0.5;\n\nreturn smoothstep(0.0, 1.0, 1.0 - abs(x * x_mul - x_offset)) * x_offset;\n}\n\nvec3 get_mask_weight(float x)\n{\nfloat i = mod(floor(x * OutputSize.x * TextureSize.x / (InputSize.x * MASK_SIZE)), MASK_COLORS);\n\nif (i == 0.0) return mix(vec3(1.0, 0.0, 1.0), vec3(1.0, 0.0, 0.0), MASK_COLORS - 2.0);\nelse if (i == 1.0) return vec3(0.0, 1.0, 0.0);\nelse return vec3(0.0, 0.0, 1.0);\n}\n\nvoid main()\n{\nvec3 col_glow = filter_gaussian(Texture, Coord, TextureSize);\nvec3 col_soft = filter_lanczos(Texture, Coord, TextureSize, SHARPNESS_IMAGE);\nvec3 col_sharp = filter_lanczos(Texture, Coord, TextureSize, SHARPNESS_EDGES);\nvec3 col = sqrt(col_sharp * col_soft);\n\ncol *= get_scanline_weight(fract(Coord.y * TextureSize.y), col_soft);\ncol_glow = saturate(col_glow - col);\ncol += col_glow * col_glow * GLOW_HALATION;\ncol = mix(col, col * get_mask_weight(Coord.x) * MASK_COLORS, MASK_STRENGTH);\ncol += col_glow * GLOW_DIFFUSION;\ncol = pow(col * BRIGHTNESS, vec3(1.0 / GAMMA_OUTPUT));\n\nFragColor = vec4(col, 1.0);\n}\n\n#endif\n',"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)*xy;\npoint -= vec2(-R)*sinangle;\npoint /= vec2(R);\nvec2 tang = sinangle/cosangle;\nvec2 poc = point/cosangle;\nfloat A = dot(tang,tang)+1.0;\nfloat B = -2.0*dot(poc,tang);\nfloat C = dot(poc,poc)-1.0;\nfloat a = (-B+sqrt(B*B-4.0*A*C))/(2.0*A);\nvec2 uv = (point-a*sinangle)/cosangle;\nfloat r = R*acos(a);\nreturn uv*r/sin(r/R);\n}\n\nvec2 fwtrans(vec2 uv)\n{\nfloat r = 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this.elements.controls=H.call(this,this.config.selectors.controls.wrapper),this.elements.buttons={play:c.call(this,this.config.selectors.buttons.play),pause:H.call(this,this.config.selectors.buttons.pause),restart:H.call(this,this.config.selectors.buttons.restart),mute:H.call(this,this.config.selectors.buttons.mute),settings:H.call(this,this.config.selectors.buttons.settings),fullscreen:H.call(this,this.config.selectors.buttons.fullscreen),saveState:H.call(this,this.config.selectors.buttons.saveState),screenRecord:H.call(this,this.config.selectors.buttons.screenRecord),loadState:H.call(this,this.config.selectors.buttons.loadState),gamepad:H.call(this,this.config.selectors.buttons.gamepad),cheat:H.call(this,this.config.selectors.buttons.cheat)},this.elements.inputs={volume:H.call(this,this.config.selectors.inputs.volume)},!0}catch(e){return this.debug.warn("It looks like there is a problem with your custom controls HTML",e),!1}},createIcon:function(e,t){let n=document.createElementNS("http://www.w3.org/2000/svg","svg"),a=(N(n,W(t,{role:"presentation",focusable:"false"})),document.createElement("div"));a.innerHTML="<svg>".concat(this.icons[e],"</svg>");for(let e=a.childNodes[0].childNodes,t=0;t<e.length;t+=1)n.appendChild(e[t]);return n},createLabel:function(e){let t=1<arguments.length&&void 0!==arguments[1]?arguments[1]:{},n=pe.get(e,this.config),a={};return a[t.class]=!0,a[this.config.classNames.hidden]=!0,V("span",Object.assign({},t,{class:[t.class,this.config.classNames.tooltip].filter(Boolean).join(" ")}),n)},createBadge:function(e){if(D.empty(e))return null;let t=V("span",{class:this.config.classNames.menu.value});return t.appendChild(V("span",{class:this.config.classNames.menu.badge},e)),t},createButton:function(e,t){let n,a,o,i,s=V("button"),l=Object.assign({},t),r=function(e){let t=(0<arguments.length&&void 0!==e?e:"").toString();return(t=function(e){e=fe((0<arguments.length&&void 0!==e?e:"").toString(),"-"," ");return e=fe(e,"_"," "),fe(function(e){return(0<arguments.length&&void 0!==e?e:"").toString().replace(/\w\S*/g,function(e){return e.charAt(0).toUpperCase()+e.substr(1).toLowerCase()})}(e)," ","")}(t)).charAt(0).toLowerCase()+t.slice(1)}(e),c=!1;"type"in l||(l.type="button");t=q({ejs__control:!0});switch("class"in l?l.class.includes(t)||(l.class+=" ".concat(t)):l.class=t,e){case"play":c=!0,n="play",o="pause",a="play",i="pause";break;case"mute":c=!0,n="mute",o="unmute",a="volume",i="muted";break;case"fullscreen":c=!0,n="enterFullscreen",o="exitFullscreen",a="enter-fullscreen",i="exit-fullscreen";break;default:n=r,a=e}return c?(s.appendChild(te.createIcon.call(this,i,{class:q({"icon--pressed":!0})})),s.appendChild(te.createIcon.call(this,a,{class:q({"icon--not-pressed":!0})})),s.appendChild(te.createLabel.call(this,o,{class:q({"icon--pressed":!0})})),s.appendChild(te.createLabel.call(this,n,{class:q({"icon--not-pressed":!0})}))):(s.appendChild(te.createIcon.call(this,a)),s.appendChild(te.createLabel.call(this,n))),W(l,h(this.config.selectors.buttons[r],l)),N(s,l),"play"===r?(D.array(this.elements.buttons[r])||(this.elements.buttons[r]=[]),this.elements.buttons[r].push(s)):this.elements.buttons[r]=s,s},createRange:function(e,t){t=V("input",W(h(this.config.selectors.inputs[e]),{type:"range",min:0,max:100,step:.1,value:0,autocomplete:"off",role:"slider","aria-label":pe.get(e,this.config),"aria-valuemin":0,"aria-valuemax":100,"aria-valuenow":0},t));return this.elements.inputs[e]=t,te.updateRangeFill.call(this,t),t},bindMenuItemShortcuts:function(a,o){let i=this;F(a,"keydown keyup",function(n){if([32,38,39,40].includes(n.which)&&(n.preventDefault(),n.stopPropagation(),"keydown"!==n.type)){let e,t=L(a,'[role="menuitemradio"]');!t&&[32,39].includes(n.which)?te.showMenuPanel.call(i,o,!0):32!==n.which&&(40===n.which||t&&39===n.which?(e=a.nextElementSibling,D.element(e)||(e=a.parentNode.firstElementChild)):(e=a.previousElementSibling,D.element(e)||(e=a.parentNode.lastElementChild)),oe.call(i,e,!0))}},!1),F(a,"keyup",function(e){13===e.which&&te.focusFirstMenuItem.call(i,null,!0)})},createMenuItem:function(e){let t=this,n=e.value,a=e.list,o=e.type,i=e.title,s=e.badge,l=void 0===s?null:s,r=e.checked,c=void 0!==r&&r,d=h(this.config.selectors.inputs[o]),u=V("button",W(d,{type:"button",role:"menuitemradio",class:"".concat(this.config.classNames.control," ").concat(d.class||"").trim(),"aria-checked":c,value:n})),f=V("span"),p=(f.innerHTML=i,D.element(l)&&f.appendChild(l),u.appendChild(f),Object.defineProperty(u,"checked",{enumerable:!0,get:function(){return"true"===u.getAttribute("aria-checked")},set:function(e){e&&Array.from(u.parentNode.children).filter(function(e){return L(e,'[role="menuitemradio"]')}).forEach(function(e){return e.setAttribute("aria-checked","false")}),u.setAttribute("aria-checked",e?"true":"false")}}),te.getCoreOptions.call(this));this.listeners.bind(u,"click keyup",function(e){D.keyboardEvent(e)&&32!==e.which||(e.preventDefault(),e.stopPropagation(),u.checked=!0,Object.keys(te.normalOptions).includes(o)&&te.updateNormalOptions.call(t,o,n),Object.keys(p).includes(o)&&te.updateCoreOptions.call(t,o,n)),te.showMenuPanel.call(t,"home",D.keyboardEvent(e))},o,!1),te.bindMenuItemShortcuts.call(this,u,o),a.appendChild(u)},updateVolume:function(){D.element(this.elements.inputs.volume)&&te.setRange.call(this,this.elements.inputs.volume,this.muted?0:this.volume),D.element(this.elements.buttons.mute)&&(this.elements.buttons.mute.pressed=this.muted||0===this.volume)},setRange:function(e){var t=1<arguments.length&&void 0!==arguments[1]?arguments[1]:0;D.element(e)&&(e.value=t,te.updateRangeFill.call(this,e))},updateRangeFill:function(e){let t=D.event(e)?e.target:e;if(D.element(t)&&"range"===t.getAttribute("type")){if(L(t,this.config.selectors.inputs.volume)){let e=100*t.value;t.setAttribute("aria-valuenow",e),t.setAttribute("aria-valuetext","".concat(e.toFixed(1),"%"))}else t.setAttribute("aria-valuenow",t.value);X.isWebkit&&t.style.setProperty("--value","".concat(t.value/t.max*100,"%"))}},toggleMenuButton:function(e,t){U(this.elements.settings.buttons[e],!t)},updateNormalOptions:function(e,t){this.elements.settings.buttons[e].querySelector(".".concat(this.config.classNames.menu.value)).innerHTML=te.normalOptions[e].options[t];let n={};n[e]=t,te.storage.set(n),"shader"===e&&ee.setShader(t),"virtual-gamepad"===e&&ee.toggleVirtualGamepad.call(this,"enabled"===t)},updateCoreOptions:function(t,n){if("nds"==this.system&&!Y.wasm)return!0;if(te.coreOptionsValues[t]=n,"psx"===this.system&&g.Module.pauseMainLoop(),ee.setVariable(t,n),"psx"===this.system&&(setTimeout(function(){g.Module.resumeMainLoop()},100),setTimeout(function(){g.Module.resumeMainLoop()},200)),"nds"===this.system&&Y.wasm){let e=this.elements.wrapper.querySelector("canvas");if("screen_rotation"===t)switch(e.style.transform="rotate("+n+"deg)",n){case"0":ee.setVariable("desmume_input_rotation","0");break;case"90":ee.setVariable("desmume_input_rotation","270");break;case"180":ee.setVariable("desmume_input_rotation","180");break;case"270":ee.setVariable("desmume_input_rotation","90")}}if("arcade"===this.system||"fba0.2.97.29"===this.system){let e=this.elements.wrapper.querySelector("canvas");e.height="fba-aspect"===t&&"PAR"===n?e.width/16*9:e.width/4*3}let a=te.getCoreOptions.call(this),e=te.storage.get("core-options");if((e=D.empty(e)?{}:e)[t]=n,te.storage.set({"core-options":e}),this.elements.settings.buttons[t]){let e=this.elements.settings.buttons[t].querySelector(".".concat(this.config.classNames.menu.value));D.object(a[t].options)?e.innerHTML=a[t].options[n]:e.innerHTML=n}},setOptionMenuItem:function(d,u){let f=this,p=this.elements.settings.panels.home.querySelector('[role="menu"]'),m=this.elements.settings.popup.children[0];Object.keys(d).forEach(function(t){let n=t,e=V("button",W(h(f.config.selectors.buttons.settings),{type:"button",class:q({ejs__control:!0,"ejs__control--forward":!0}),role:"menuitem",item:t,"aria-haspopup":!0}));F(e,"click",function(){te.showMenuPanel.call(f,n,!1)});let a,o=V("span",null,d[t].label),i=V("span",{class:f.config.classNames.menu.value}),s=(D.object(u)&&(a=u[n]),D.empty(a)&&(a=d[n].default),D.object(d[n].options)?i.innerHTML=d[n].options[a]:i.innerHTML=a,o.appendChild(i),e.appendChild(o),p.appendChild(e),V("div",{"data-pane":escape(n),hidden:""})),l=V("button",{type:"button",class:q({ejs__control:!0,"ejs__control--back":!0})}),r=(l.appendChild(V("span",{"aria-hidden":!0},d[t].label)),l.appendChild(V("span",{class:q({"ejs__sr-only":!0})},pe.get("menuBack",f.config))),F(s,"keydown",function(e){37===e.which&&(e.preventDefault(),e.stopPropagation(),te.showMenuPanel.call(f,"home",!0))},!1),F(l,"click",function(){te.showMenuPanel.call(f,"home",!1)}),s.appendChild(l),s.appendChild(V("div",{role:"menu"})),m.appendChild(s),f.elements.settings.buttons[n]=e,(f.elements.settings.panels[n]=s).querySelector('[role="menu"]'));var c=r;if(D.element(c))for(let e=c.childNodes.length;0<e;)c.removeChild(c.lastChild),--e;D.object(d[t].options)?Object.keys(d[t].options).forEach(function(e){te.createMenuItem.call(f,{value:e,list:r,type:n,title:d[t].options[e],badge:null,checked:Boolean(a===e)})}):D.array(d[t].options)&&d[t].options.forEach(function(e){te.createMenuItem.call(f,{value:e,list:r,type:n,title:e,badge:null,checked:Boolean(a===e)})})})},setNormalOptionsMenu:function(){let t=this,i=this,e={};e.orientation=te.storage.get("orientation"),e.shader=te.storage.get("shader"),i.touch?(e["virtual-gamepad"]=te.storage.get("virtual-gamepad"),F.call(i,i.elements.container,"start-game",function(){"enabled"!==e["virtual-gamepad"]&&!D.empty(e["virtual-gamepad"])||ee.toggleVirtualGamepad.call(i,!0)})):delete te.normalOptions["virtual-gamepad"],te.setOptionMenuItem.call(this,te.normalOptions,e),F.call(i,i.elements.container,"start-game",function(){var e=te.storage.get("shader");"disabled"!==e&&ee.setShader(e);let n=t,o={};ee.getGameCoreOptions&&ee.getGameCoreOptions().split("\n").forEach(function(e,t){let n=e.split("; "),a=n[0];if(0===a.indexOf("fba-dipswitch-")||2===i.coreVer){let e=n[1].split("|"),t=a.split("|")[0].replace(/_/g," ").replace(/.+\-(.+)/,"$1");e.slice(1,-1),1!==e.length&&(o[a.split("|")[0]]={label:t,options:e,default:1<a.split("|").length?a.split("|")[1]:e[0].replace("(Default) ",""),netplay:!0})}});e=te.storage.get("core-options");te.coreOptionsValues=e||{},te.setOptionMenuItem.call(i,o,te.coreOptionsValues),Object.keys(te.coreOptionsValues).forEach(function(e,t){te.updateCoreOptions.call(n,e,te.coreOptionsValues[e])}),"nds"==i.system&&(g.Module._fast_forward_2?g.Module._fast_forward_2(1):g.Module._fast_forward&&g.Module._fast_forward(1))})},updateCoreOptionMenuItems:function(){let t=this.elements.settings.panels.home.querySelector('[role="menu"]'),e=te.getCoreOptions.call(this);Object.keys(e).forEach(function(e){t.querySelector('[item="'.concat(e,'"]')).removeAttribute("disabled")})},setCoreOptionsMenu:function(){this.elements.settings.panels.home.querySelector('[role="menu"]'),this.elements.settings.popup.children[0];var e=te.getCoreOptions.call(this),t=te.storage.get("core-options");te.coreOptionsValues=t||{},te.setOptionMenuItem.call(this,e,t)},checkMenu:function(){var e=this.elements.settings.buttons;D.empty(e)||Object.values(e).some(function(e){return!e.hidden}),U(this.elements.settings.menu,!1)},focusFirstMenuItem:function(t){var n=1<arguments.length&&void 0!==arguments[1]&&arguments[1];if(!this.elements.settings.popup.hidden){let e=t;t=(e=D.element(e)?e:Object.values(this.elements.settings.panels).find(function(e){return!e.hidden})).querySelector('[role^="menuitem"]');oe.call(this,t,n)}},toggleMenu:function(n){let a=this.elements.settings.popup,o=this.elements.buttons.settings;if(D.element(a)&&D.element(o)){let e=a.hidden,t=e;if(D.boolean(n))t=n;else if(D.keyboardEvent(n)&&27===n.which)t=!1;else if(D.event(n)){var i=a.contains(n.target);if(i||!i&&n.target!==o&&t)return}o.setAttribute("aria-expanded",t),U(a,!t),B(this.elements.container,this.config.classNames.menu.open,t),t&&D.keyboardEvent(n)?te.focusFirstMenuItem.call(this,null,!0):t||e||oe.call(this,o,D.keyboardEvent(n))}},getMenuSize:function(e){let t=e.cloneNode(!0);t.style.position="absolute",t.style.opacity=0,t.removeAttribute("hidden"),e.parentNode.appendChild(t);var e=t.scrollWidth,n=t.scrollHeight;return k(t),{width:e,height:n}},showLoadStatePanel:function(){},showMenuPanel:function(){let a=this,e=0<arguments.length&&void 0!==arguments[0]?arguments[0]:"",t=1<arguments.length&&void 0!==arguments[1]&&arguments[1],o=H.call(this,'[data-pane="'.concat(escape(e),'"]'));if(D.element(o)){let n=o.parentNode,e=Array.from(n.children).find(function(e){return!e.hidden});var i,s;Y.transitions&&!Y.reducedMotion&&(n.style.width="".concat(e.scrollWidth,"px"),n.style.height="".concat(e.scrollHeight,"px"),i=te.getMenuSize.call(this,o),s=function e(t){t.target===n&&["width","height"].includes(t.propertyName)&&(n.style.width="",n.style.height="",P.call(a,n,re,e))},F.call(this,n,re,s),n.style.width="".concat(i.width,"px"),n.style.height="".concat(i.height,"px")),U(e,!0),U(o,!1),te.focusFirstMenuItem.call(this,o,t)}},setLoadState:function(e,t){e.appendChild(te.createButton.call(this,"load-state",{"aria-haspopup":!0,"aria-expanded":!1}));let n=V("div",{class:q({ejs__dialog:!0,"ejs__load-state__container":!0}),hidden:""}),a=V("div");n.appendChild(a),H.call(this,".".concat(q({ejs__dialogs:!0}))).appendChild(n),this.elements.dialogs.loadState=n},setScreenRecord:function(n,e){if(window.MediaRecorder){var a=te.createButton.call(this,"screen-record",{"aria-haspopup":!0,"aria-expanded":!1,style:"margin-right:auto;"});n.appendChild(a);let e=V("div",{class:q({ejs__dialog:!0,ejs__screenRecord__container:!0}),hidden:""}),t=V("div");e.appendChild(t),H.call(this,".".concat(q({ejs__dialogs:!0}))).appendChild(e),this.elements.dialogs.screenRecord=e}},setGamepad:function(e,t){var n=te.createButton.call(this,"gamepad",{"aria-haspopup":!0,"aria-expanded":!1,style:"margin-right:auto;"});e.appendChild(n);let a=V("div",{class:q({ejs__dialog:!0,ejs__gamepad__container:!0}),hidden:""}),o=V("div");a.appendChild(o),H.call(this,".".concat(q({ejs__dialogs:!0}))).appendChild(a),this.elements.dialogs.gamepad=a},setCheat:function(e,t){var n=te.createButton.call(this,"cheat",{"aria-haspopup":!0,"aria-expanded":!1,style:"margin-right:auto;"});e.appendChild(n);let a=V("div",{class:q({ejs__dialog:!0,ejs__cheat__container:!0}),hidden:""}),o=V("div");a.appendChild(o),H.call(this,".".concat(q({ejs__dialogs:!0}))).appendChild(a),this.elements.dialogs.cheat=a},setStateInfoBarWidget:function(){let e=V("div",{class:q({ejs__widget:!0})}),t=V("div");t.style="color: red;font-size: 17px;padding:10px;text-align:left;text-shadow:1px 1px 1px #000",e.appendChild(t),H.call(this,".".concat(q({ejs__widgets:!0}))).appendChild(e),this.elements.widgets.stateInfo=e,this.elements.widgets.stateInfoDiv=t},toggleContextMenu:function(n,a){if(z(n.target,q({ejs__dialogs:!0}))){let e=te.contextMenu.timer;if(this.started){let t=H.call(this,".".concat(q({ejs__contextmenu:!0})," ul"));if(a){te.contextMenu.style.display="block",te.contextMenu.style.left="".concat(n.layerX,"px"),te.contextMenu.style.top="".concat(n.layerY,"px");c.call(this,".".concat(q({ejs__contextmenu:!0})," ul li"));if(null===t.getAttribute("menu")){let e=V("li",{});e.appendChild(V("a",{target:"_blank",href:"https://github.com/ethanaobrien/emulatorjs"},"EmulatorJS v".concat(this.version))),t.appendChild(e),t.setAttribute("menu","")}e&&clearTimeout(e),e=setTimeout(function(){},4e3),te.contextMenu.timer=e}else te.contextMenu.style.display="none"}}},create:function(e){let s=this,t=(te.storage=new he(this,"ejs_".concat(this.system,"_settings")),V("div",h(this.config.selectors.controls.wrapper))),a=(te.contextMenu=V("div",{class:q({ejs__contextmenu:!0}),style:"position: absolute; display:none;z-index:9"}),["<ul>","</ul>"]),o=[];function n(e,t,n){"function"==typeof n?o.push(n):o.push(function(){});n=a.length-1;t?a.splice(n,0,'<li hidden><a href="#" onclick="return false">'+e+"</a></li>"):a.splice(n,0,'<li><a href="#" onclick="return false">'+e+"</a></li>")}n(s.localization("Take Screenshot"),!1,function(e){var t=v.getScreenData();let n;var a=(n="string"==typeof s.gameName?s.gameName:n)?"".concat(n,"-screenshot.png"):"game.png";let o=document.createElement("a");return o.href=URL.createObjectURL(new Blob([t])),o.download=a,o.click(),setTimeout(function(){URL.revokeObjectURL(o.src)}),!1}),n(s.localization("Cache Manage"),!0,function(e){if(g.romdb){U(s.elements.dialogs.cache,!1);let n=s.elements.dialogs.cache.querySelector(".".concat(v.classNames["dialog-content"]));n.innerHTML="<div>"+s.localization("Loading")+"</div>",g.romdb.getAll(function(t){if(t){let e=V("table",{style:"width:100%;padding-left:10px;text-align:left"}),i=V("tbody");0<t.length?(n.innerHTML="",t.forEach(function(o,e){if(o.key&&!/-part-\d+$/.test(o.key)){for(let e=Math.ceil(o.filesize/104857600),t=[o.key],n=1;n<e;n+=1)t.push("".concat(o.key,"-part-").concat(n));let t=V("tr"),e=V("td"),n=V("td"),a=V("td");e.innerHTML=o.filename,n.innerHTML=function(e){let t=-1;for(;e/=1024,t++,1024<e;);return Math.max(e,.1).toFixed(1)+[" kB"," MB"," GB"," TB","PB","EB","ZB","YB"][t]}(o.filesize),a.innerHTML='<a href="#" onclick="return false">Remove</a>',t.appendChild(e),t.appendChild(n),t.appendChild(a),i.appendChild(t),a.querySelector("a").onclick=function(e){g.romdb.removeBatch(_0x277c67);try{i.removeChild(t)}catch(e){}return e.stopPropagation(),!1}}}),e.appendChild(i),n.appendChild(e)):n.innerHTML='<div style="text-align:center">'+s.localization("Empty")+"</div>"}else n.innerHTML='<div style="text-align:center">'+s.localization("Empty")+"</div>"},function(){})}return!1}),n(s.localization("Quick Save")+" (F2)",!1,function(e){v.quickSaveState(),ne.contextMenu.style.display="none"}),n(s.localization("Quick Load")+" (F4)",!1,function(e){v.quickLoadState(),ne.contextMenu.style.display="none"}),te.contextMenu.innerHTML=a.join("");var i=te.contextMenu.getElementsByTagName("li");for(let e=0;e<i.length;e++)F.call(s,i[e],"click",o[e]);this.elements.container.appendChild(te.contextMenu);var 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t=e;D.string(t)&&(t=Number(t)),D.number(t)||(t=this.storage.get("volume")),(t=1<(t=D.number(t)?t:this.config.volume)?1:t)<0&&(t=0),this.config.volume=t,this.game.volume=t,!D.empty(e)&&this.muted&&0<t&&(this.muted=!1)},get:function(){return Number(this.game.volume)}},{key:"muted",set:function(e){let t=e;D.boolean(t)||(t=this.storage.get("muted")),D.boolean(t)||(t=this.config.muted),this.config.muted=t,this.game.muted=t},get:function(){return Boolean(this.game.muted)}}]),$e(e,u);let et=tt;function tt(i,s){return new Promise(async function(e,t){function o(e,t){var n=window.location.pathname.split("/").pop();let a=window.location.pathname.substring(0,window.location.pathname.length-n.length);var o,i=a.split("/"),s=e.split("/");let l=[];for(let e=0;e<i.length;e++)""!=i[e]&&l.push(i[e]);if(!(e.startsWith("/")||e.includes("://")||e.includes("http:")||e.includes("https:")||e.includes("file:")||e.includes("blob:"))){for(let 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