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seecret wednesday update (read commit description)
- update uauth - shaders are BACK biggest update yet coming very soon, I promise :D
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bundle/indexedfiles-v2.txt

Lines changed: 81 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
1-
[["", "assets"], ["/assets", "menu_widgets"], ["/assets", "ozone"], ["/assets/ozone", "png"], ["/assets/ozone/png", "dark"], ["/assets/ozone/png", "gruvbox_dark"], ["/assets/ozone/png", "light"], ["/assets/ozone/png", "nord"], ["/assets/ozone/png", "sidebar"], ["/assets", "xmb"], ["/assets/xmb", "monochrome"], ["/assets/xmb/monochrome", "png"], ["", "shaders"], ["/shaders", "shaders_glsl"], ["/shaders/shaders_glsl", "anti-aliasing"], ["/shaders/shaders_glsl/anti-aliasing", "shaders"], ["/shaders/shaders_glsl/anti-aliasing/shaders", "aa-shader-4.0-level2"], ["/shaders/shaders_glsl/anti-aliasing/shaders", "reverse-aa-post3x"], ["/shaders/shaders_glsl", "cubic"], ["/shaders/shaders_glsl/cubic", "shaders"], ["/shaders/shaders_glsl", "interpolation"], ["/shaders/shaders_glsl/interpolation", "shaders"], ["/shaders/shaders_glsl", "linear"], ["/shaders/shaders_glsl", "scalehq"], ["/shaders/shaders_glsl/scalehq", "shaders"]],,,
1+
[["", "assets"], ["/assets", "menu_widgets"], ["/assets", "ozone"], ["/assets/ozone", "png"], ["/assets/ozone/png", "dark"], ["/assets/ozone/png", "gruvbox_dark"], ["/assets/ozone/png", "light"], ["/assets/ozone/png", "nord"], ["/assets/ozone/png", "sidebar"], ["/assets", "xmb"], ["/assets/xmb", "monochrome"], ["/assets/xmb/monochrome", "png"], ["", "shaders"], ["/shaders", "shaders_glsl"], ["/shaders/shaders_glsl", "anti-aliasing"], ["/shaders/shaders_glsl/anti-aliasing", "shaders"], ["/shaders/shaders_glsl/anti-aliasing/shaders", "aa-shader-4.0-level2"], ["/shaders/shaders_glsl/anti-aliasing/shaders", "reverse-aa-post3x"], ["/shaders/shaders_glsl", "crt"], ["/shaders/shaders_glsl/crt", "shaders"], ["/shaders/shaders_glsl/crt/shaders", "crt-easymode-halation"], ["/shaders/shaders_glsl/crt/shaders", "crt-hyllian-glow"], ["/shaders/shaders_glsl/crt/shaders", "crt-hyllian-multipass"], ["/shaders/shaders_glsl/crt/shaders", "crt-interlaced-halation"], ["/shaders/shaders_glsl/crt/shaders", "crt-lottes-multipass"], ["/shaders/shaders_glsl/crt/shaders", "glow"], ["/shaders/shaders_glsl", "cubic"], ["/shaders/shaders_glsl/cubic", "shaders"], ["/shaders/shaders_glsl", "eagle"], ["/shaders/shaders_glsl/eagle", "shaders"], ["/shaders/shaders_glsl", "interpolation"], ["/shaders/shaders_glsl/interpolation", "shaders"], ["/shaders/shaders_glsl", "scalefx"], ["/shaders/shaders_glsl/scalefx", "shaders"], ["/shaders/shaders_glsl", "scalehq"], ["/shaders/shaders_glsl/scalehq", "shaders"], ["/shaders/shaders_glsl", "xbrz"], ["/shaders/shaders_glsl/xbrz", "shaders"], ["/shaders/shaders_glsl/xbrz/shaders", "xbrz-freescale-multipass"]],,,
22
/assets/menu_widgets/msg_queue_icon.png
33
/assets/menu_widgets/msg_queue_icon_outline.png
44
/assets/menu_widgets/msg_queue_icon_rect.png
@@ -145,6 +145,7 @@
145145
/shaders/retroarch.glslp
146146
/shaders/shaders_glsl/bilinear.glslp
147147
/shaders/shaders_glsl/nearest.glslp
148+
/shaders/shaders_glsl/stock.glsl
148149
/shaders/shaders_glsl/anti-aliasing/aa-shader-4.0-level2.glslp
149150
/shaders/shaders_glsl/anti-aliasing/aa-shader-4.0.glslp
150151
/shaders/shaders_glsl/anti-aliasing/advanced-aa.glslp
@@ -160,13 +161,71 @@
160161
/shaders/shaders_glsl/anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass2.glsl
161162
/shaders/shaders_glsl/anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass0.glsl
162163
/shaders/shaders_glsl/anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass1.glsl
164+
/shaders/shaders_glsl/crt/crt-aperture.glslp
165+
/shaders/shaders_glsl/crt/crt-caligari.glslp
166+
/shaders/shaders_glsl/crt/crt-cgwg-fast.glslp
167+
/shaders/shaders_glsl/crt/crt-easymode-halation.glslp
168+
/shaders/shaders_glsl/crt/crt-easymode.glslp
169+
/shaders/shaders_glsl/crt/crt-geom.glslp
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/shaders/shaders_glsl/crt/crt-hyllian-3d.glslp
171+
/shaders/shaders_glsl/crt/crt-hyllian-glow.glslp
172+
/shaders/shaders_glsl/crt/crt-hyllian-multipass.glslp
173+
/shaders/shaders_glsl/crt/crt-hyllian.glslp
174+
/shaders/shaders_glsl/crt/crt-interlaced-halation.glslp
175+
/shaders/shaders_glsl/crt/crt-lottes-fast.glslp
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/shaders/shaders_glsl/crt/crt-lottes-multipass.glslp
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/shaders/shaders_glsl/crt/crt-lottes.glslp
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/shaders/shaders_glsl/crt/crt-mattias.glslp
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/shaders/shaders_glsl/crt/crt-nes-mini.glslp
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/shaders/shaders_glsl/crt/crt-pi-vertical.glslp
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/shaders/shaders_glsl/crt/crt-pi.glslp
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/shaders/shaders_glsl/crt/crtglow_gauss.glslp
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/shaders/shaders_glsl/crt/crtglow_gauss_ntsc_3phase.glslp
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/shaders/shaders_glsl/crt/crtglow_lanczos.glslp
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/shaders/shaders_glsl/crt/shaders/crt-aperture.glsl
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/shaders/shaders_glsl/crt/shaders/crt-caligari.glsl
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/shaders/shaders_glsl/crt/shaders/crt-cgwg-fast.glsl
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/shaders/shaders_glsl/crt/shaders/crt-easymode.glsl
189+
/shaders/shaders_glsl/crt/shaders/crt-geom.glsl
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/shaders/shaders_glsl/crt/shaders/crt-hyllian-3d.glsl
191+
/shaders/shaders_glsl/crt/shaders/crt-hyllian.glsl
192+
/shaders/shaders_glsl/crt/shaders/crt-lottes-fast.glsl
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/shaders/shaders_glsl/crt/shaders/crt-lottes.glsl
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/shaders/shaders_glsl/crt/shaders/crt-mattias.glsl
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/shaders/shaders_glsl/crt/shaders/crt-nes-mini.glsl
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/shaders/shaders_glsl/crt/shaders/crt-pi-vertical.glsl
197+
/shaders/shaders_glsl/crt/shaders/crt-pi.glsl
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/shaders/shaders_glsl/crt/shaders/crt-easymode-halation/blur_horiz.glsl
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/shaders/shaders_glsl/crt/shaders/crt-easymode-halation/blur_vert.glsl
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/shaders/shaders_glsl/crt/shaders/crt-easymode-halation/crt-easymode-halation.glsl
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/shaders/shaders_glsl/crt/shaders/crt-easymode-halation/linearize.glsl
202+
/shaders/shaders_glsl/crt/shaders/crt-easymode-halation/threshold.glsl
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/shaders/shaders_glsl/crt/shaders/crt-hyllian-glow/crt-hyllian.glsl
204+
/shaders/shaders_glsl/crt/shaders/crt-hyllian-glow/resolve2.glsl
205+
/shaders/shaders_glsl/crt/shaders/crt-hyllian-multipass/crt-hyllian-pass0.glsl
206+
/shaders/shaders_glsl/crt/shaders/crt-hyllian-multipass/crt-hyllian-pass1.glsl
207+
/shaders/shaders_glsl/crt/shaders/crt-interlaced-halation/crt-interlaced-halation-pass0.glsl
208+
/shaders/shaders_glsl/crt/shaders/crt-interlaced-halation/crt-interlaced-halation-pass1.glsl
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/shaders/shaders_glsl/crt/shaders/crt-interlaced-halation/crt-interlaced-halation-pass2.glsl
210+
/shaders/shaders_glsl/crt/shaders/crt-lottes-multipass/bloompass.glsl
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/shaders/shaders_glsl/crt/shaders/crt-lottes-multipass/scanpass.glsl
212+
/shaders/shaders_glsl/crt/shaders/glow/blur_horiz.glsl
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/shaders/shaders_glsl/crt/shaders/glow/blur_vert.glsl
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/shaders/shaders_glsl/crt/shaders/glow/gauss_horiz.glsl
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/shaders/shaders_glsl/crt/shaders/glow/gauss_vert.glsl
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/shaders/shaders_glsl/crt/shaders/glow/lanczos_horiz.glsl
217+
/shaders/shaders_glsl/crt/shaders/glow/linearize.glsl
218+
/shaders/shaders_glsl/crt/shaders/glow/resolve.glsl
219+
/shaders/shaders_glsl/crt/shaders/glow/threshold.glsl
163220
/shaders/shaders_glsl/cubic/bicubic.glslp
164221
/shaders/shaders_glsl/cubic/cubic-gamma-correct.glslp
165222
/shaders/shaders_glsl/cubic/cubic.glslp
166223
/shaders/shaders_glsl/cubic/shaders/bicubic.glsl
167224
/shaders/shaders_glsl/cubic/shaders/cubic-gamma-correct.glsl
168225
/shaders/shaders_glsl/cubic/shaders/cubic.glsl
169226
/shaders/shaders_glsl/cubic/shaders/linearize.glsl
227+
/shaders/shaders_glsl/eagle/super-eagle.glslp
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/shaders/shaders_glsl/eagle/shaders/supereagle.glsl
170229
/shaders/shaders_glsl/interpolation/aann.glslp
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/shaders/shaders_glsl/interpolation/bandlimit-pixel.glslp
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/shaders/shaders_glsl/interpolation/controlled_sharpness.glslp
@@ -188,8 +247,27 @@
188247
/shaders/shaders_glsl/interpolation/shaders/sharp-bilinear.glsl
189248
/shaders/shaders_glsl/interpolation/shaders/smootheststep.glsl
190249
/shaders/shaders_glsl/interpolation/shaders/smuberstep.glsl
191-
/shaders/shaders_glsl/linear/linearize.glsl
250+
/shaders/shaders_glsl/scalefx/scalefx+rAA.glslp
251+
/shaders/shaders_glsl/scalefx/scalefx-hybrid.glslp
252+
/shaders/shaders_glsl/scalefx/scalefx.glslp
253+
/shaders/shaders_glsl/scalefx/shaders/scalefx-pass0.glsl
254+
/shaders/shaders_glsl/scalefx/shaders/scalefx-pass1.glsl
255+
/shaders/shaders_glsl/scalefx/shaders/scalefx-pass2.glsl
256+
/shaders/shaders_glsl/scalefx/shaders/scalefx-pass3.glsl
257+
/shaders/shaders_glsl/scalefx/shaders/scalefx-pass4-hybrid.glsl
258+
/shaders/shaders_glsl/scalefx/shaders/scalefx-pass4.glsl
192259
/shaders/shaders_glsl/scalehq/2xScaleHQ.glslp
193260
/shaders/shaders_glsl/scalehq/4xScaleHQ.glslp
194261
/shaders/shaders_glsl/scalehq/shaders/2xScaleHQ.glsl
195-
/shaders/shaders_glsl/scalehq/shaders/4xScaleHQ.glsl
262+
/shaders/shaders_glsl/scalehq/shaders/4xScaleHQ.glsl
263+
/shaders/shaders_glsl/xbrz/4xbrz-linear.glslp
264+
/shaders/shaders_glsl/xbrz/5xbrz-linear.glslp
265+
/shaders/shaders_glsl/xbrz/6xbrz-linear.glslp
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/shaders/shaders_glsl/xbrz/xbrz-freescale-multipass.glslp
267+
/shaders/shaders_glsl/xbrz/xbrz-freescale.glslp
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/shaders/shaders_glsl/xbrz/shaders/4xbrz.glsl
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/shaders/shaders_glsl/xbrz/shaders/5xbrz.glsl
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/shaders/shaders_glsl/xbrz/shaders/6xbrz.glsl
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/shaders/shaders_glsl/xbrz/shaders/xbrz-freescale.glsl
272+
/shaders/shaders_glsl/xbrz/shaders/xbrz-freescale-multipass/xbrz-freescale-pass0.glsl
273+
/shaders/shaders_glsl/xbrz/shaders/xbrz-freescale-multipass/xbrz-freescale-pass1.glsl

bundle/shaders/shaders_glsl/anti-aliasing/shaders/ewa_curvature.glsl

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#version 130
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/**
42
* Practical Elliptical Texture Filtering on the GPU
53
* Copyright 2010-2011 Pavlos Mavridis, All rights reserved.

bundle/shaders/shaders_glsl/anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass0.glsl

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#version 130
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/*
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rAA post-3x - Pass 0
53
by Sp00kyFox, 2018-10-20
@@ -138,16 +136,16 @@ const int rad = 7; // search radius
138136
vec3 res2x(vec3 pre2, vec3 pre1, vec3 px, vec3 pos1, vec3 pos2)
139137
{
140138
float d1, d2, w;
141-
vec3 a, m, t, t1, t2;
142-
mat4x3 pre = mat4x3(pre2, pre1, px, pos1);
143-
mat4x3 pos = mat4x3(pre1, px, pos1, pos2);
144-
mat4x3 df = pos - pre;
139+
vec4 a, m, t, t1, t2;
140+
mat4 pre = mat4(vec4(pre2, 1.0), vec4(pre1, 1.0), vec4(px, 1.0), vec4(pos1, 1.0));
141+
mat4 pos = mat4(vec4(pre1, 1.0), vec4(px, 1.0), vec4(pos1, 1.0), vec4(pos2, 1.0));
142+
mat4 df = pos - pre;
145143

146144
m.x = (px.x < 0.5) ? px.x : (1.0-px.x);
147145
m.y = (px.y < 0.5) ? px.y : (1.0-px.y);
148146
m.z = (px.z < 0.5) ? px.z : (1.0-px.z);
149147
m = RAA_SHR0 * min(m, min(abs(df[1]), abs(df[2]))); // magnitude
150-
t = (7 * (df[1] + df[2]) - 3 * (df[0] + df[3])) / 16; // tilt
148+
t = (7. * (df[1] + df[2]) - 3. * (df[0] + df[3])) / 16.; // tilt
151149

152150
a.x = t.x == 0.0 ? 1.0 : m.x/abs(t.x);
153151
a.y = t.y == 0.0 ? 1.0 : m.y/abs(t.y);
@@ -156,12 +154,12 @@ vec3 res2x(vec3 pre2, vec3 pre1, vec3 px, vec3 pos1, vec3 pos2)
156154
t2 = min(1.0, min(min(a.x, a.y), a.z)) * t; // limit length
157155

158156
d1 = length(df[1]); d2 = length(df[2]);
159-
d1 = d1 == 0.0 ? 0.0 : length(cross(df[1], t1))/d1; // distance between line (px, pre1) and point px-t1
160-
d2 = d2 == 0.0 ? 0.0 : length(cross(df[2], t1))/d2; // distance between line (px, pos1) and point px+t1
157+
d1 = d1 == 0.0 ? 0.0 : length(cross(df[1].xyz, t1.xyz))/d1; // distance between line (px, pre1) and point px-t1
158+
d2 = d2 == 0.0 ? 0.0 : length(cross(df[2].xyz, t1.xyz))/d2; // distance between line (px, pos1) and point px+t1
161159

162160
w = min(1.0, max(d1,d2)/0.8125); // color deviation from optimal value
163161

164-
return mix(t1, t2, pow(w, RAA_DVT0));
162+
return mix(t1.xyz, t2.xyz, pow(w, RAA_DVT0));
165163
}
166164

167165
void main()

bundle/shaders/shaders_glsl/anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass1.glsl

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#version 130
2-
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/*
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rAA post-3x - Pass 1
53
by Sp00kyFox, 2018-10-20
@@ -138,16 +136,16 @@ const int rad = 7; // search radius
138136
vec3 res2x(vec3 pre2, vec3 pre1, vec3 px, vec3 pos1, vec3 pos2)
139137
{
140138
float d1, d2, w;
141-
vec3 a, m, t, t1, t2;
142-
mat4x3 pre = mat4x3(pre2, pre1, px, pos1);
143-
mat4x3 pos = mat4x3(pre1, px, pos1, pos2);
144-
mat4x3 df = pos - pre;
139+
vec4 a, m, t, t1, t2;
140+
mat4 pre = mat4(vec4(pre2, 1.0), vec4(pre1, 1.0), vec4(px, 1.0), vec4(pos1, 1.0));
141+
mat4 pos = mat4(vec4(pre1, 1.0), vec4(px, 1.0), vec4(pos1, 1.0), vec4(pos2, 1.0));
142+
mat4 df = pos - pre;
145143

146144
m.x = (px.x < 0.5) ? px.x : (1.0-px.x);
147145
m.y = (px.y < 0.5) ? px.y : (1.0-px.y);
148146
m.z = (px.z < 0.5) ? px.z : (1.0-px.z);
149147
m = RAA_SHR1 * min(m, min(abs(df[1]), abs(df[2]))); // magnitude
150-
t = (7 * (df[1] + df[2]) - 3 * (df[0] + df[3])) / 16; // tilt
148+
t = (7. * (df[1] + df[2]) - 3. * (df[0] + df[3])) / 16.; // tilt
151149

152150
a.x = t.x == 0.0 ? 1.0 : m.x/abs(t.x);
153151
a.y = t.y == 0.0 ? 1.0 : m.y/abs(t.y);
@@ -156,12 +154,12 @@ vec3 res2x(vec3 pre2, vec3 pre1, vec3 px, vec3 pos1, vec3 pos2)
156154
t2 = min(1.0, min(min(a.x, a.y), a.z)) * t; // limit length
157155

158156
d1 = length(df[1]); d2 = length(df[2]);
159-
d1 = d1 == 0.0 ? 0.0 : length(cross(df[1], t1))/d1; // distance between line (px, pre1) and point px-t1
160-
d2 = d2 == 0.0 ? 0.0 : length(cross(df[2], t1))/d2; // distance between line (px, pos1) and point px+t1
157+
d1 = d1 == 0.0 ? 0.0 : length(cross(df[1].xyz, t1.xyz))/d1; // distance between line (px, pre1) and point px-t1
158+
d2 = d2 == 0.0 ? 0.0 : length(cross(df[2].xyz, t1.xyz))/d2; // distance between line (px, pos1) and point px+t1
161159

162160
w = min(1.0, max(d1,d2)/0.8125); // color deviation from optimal value
163161

164-
return mix(t1, t2, pow(w, RAA_DVT1));
162+
return mix(t1.xyz, t2.xyz, pow(w, RAA_DVT1));
165163
}
166164

167165
void main()

bundle/shaders/shaders_glsl/anti-aliasing/shaders/reverse-aa.glsl

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1-
#version 130
2-
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/*
42
Reverse Antialiasing Shader
53
@@ -139,17 +137,17 @@ uniform COMPAT_PRECISION float REVERSEAA_SHARPNESS;
139137

140138
vec3 res2x(vec3 pre2, vec3 pre1, vec3 px, vec3 pos1, vec3 pos2)
141139
{
142-
vec3 t, m;
143-
mat4x3 pre = mat4x3(pre2, pre1, px, pos1);
144-
mat4x3 pos = mat4x3(pre1, px, pos1, pos2);
145-
mat4x3 df = pos - pre;
140+
vec4 t, m;
141+
mat4 pre = mat4(vec4(pre2, 1.0), vec4(pre1, 1.0), vec4(px, 1.0), vec4(pos1, 1.0));
142+
mat4 pos = mat4(vec4(pre1, 1.0), vec4(px, 1.0), vec4(pos1, 1.0), vec4(pos2, 1.0));
143+
mat4 df = pos - pre;
146144

147-
m = 0.5 - abs(px - 0.5);
145+
m = 0.5 - abs(vec4(px, 1.0) - 0.5);
148146
m = REVERSEAA_SHARPNESS * min(m, min(abs(df[1]), abs(df[2])));
149147
t = (7. * (df[1] + df[2]) - 3. * (df[0] + df[3])) / 16.;
150148
t = clamp(t, -m, m);
151149

152-
return t;
150+
return t.xyz;
153151
}
154152

155153
void main()
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1+
shaders = 1
2+
3+
shader0 = shaders/crt-aperture.glsl
4+
filter_linear0 = false
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Original file line numberDiff line numberDiff line change
@@ -0,0 +1,4 @@
1+
shaders = 1
2+
3+
shader0 = shaders/crt-caligari.glsl
4+
filter_linear0 = false
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Original file line numberDiff line numberDiff line change
@@ -0,0 +1,4 @@
1+
shaders = 1
2+
3+
shader0 = shaders/crt-cgwg-fast.glsl
4+
filter_linear0 = false
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Original file line numberDiff line numberDiff line change
@@ -0,0 +1,37 @@
1+
shaders = "5"
2+
3+
shader0 = "shaders/crt-easymode-halation/linearize.glsl"
4+
filter_linear0 = "false"
5+
srgb_framebuffer0 = "true"
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scale_type_x0 = "source"
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scale_x0 = "1.000000"
8+
scale_type_y0 = "source"
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scale_y0 = "1.000000"
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shader1 = "shaders/crt-easymode-halation/blur_horiz.glsl"
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filter_linear1 = "false"
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srgb_framebuffer1 = "true"
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scale_type_x1 = "source"
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scale_x1 = "1.000000"
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scale_type_y1 = "source"
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scale_y1 = "1.000000"
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shader2 = "shaders/crt-easymode-halation/blur_vert.glsl"
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filter_linear2 = "false"
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srgb_framebuffer2 = "true"
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scale_type_x2 = "source"
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scale_x2 = "1.000000"
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scale_type_y2 = "source"
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scale_y2 = "1.000000"
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shader3 = "shaders/crt-easymode-halation/threshold.glsl"
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filter_linear3 = "false"
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srgb_framebuffer3 = "true"
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scale_type_x3 = "source"
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scale_x3 = "1.000000"
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scale_type_y3 = "source"
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scale_y3 = "1.000000"
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shader4 = "shaders/crt-easymode-halation/crt-easymode-halation.glsl"
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filter_linear4 = "true"
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shaders = 1
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shader0 = shaders/crt-easymode.glsl
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filter_linear0 = false

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