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Res: Add TV Mode shader
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[shader]
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name=TV Mode
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author=Dominus Iniquitatis
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description=Scanlines along with a subtle blurring.
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passes=1
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[pass.0]
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fragmentShader=tv.fs
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blend=1
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width=-2
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height=-2
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[pass.0.uniform.lineBrightness]
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type=float
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readableName=Line brightness
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default=0.75
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min=0.0
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max=1.0
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[pass.0.uniform.blurring]
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type=float
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readableName=Blurring
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default=1.0
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min=0.0
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max=1.0
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/*
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TV Mode Shader
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Copyright (C) 2022 Dominus Iniquitatis - zerosaiko@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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uniform sampler2D tex;
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uniform vec2 texSize;
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varying vec2 texCoord;
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uniform float lineBrightness;
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uniform float blurring;
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void main()
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{
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vec4 c = texture2D(tex, texCoord);
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vec4 n = texture2D(tex, texCoord + vec2(1.0 / texSize.x * 0.5, 0.0));
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vec4 color = mix(c, (c + n) / 2.0, blurring);
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color.a = c.a;
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if (int(mod(texCoord.t * texSize.y * 2.0, 2.0)) == 0)
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{
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color.rgb *= lineBrightness;
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}
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gl_FragColor = color;
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}
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