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examples/shader: remove the CRT effect
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@ -1,59 +0,0 @@
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// Copyright 2022 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build ignore
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// +build ignore
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package main
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var Time float
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var Cursor vec2
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var ScreenSize vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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const (
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blurScaleX = 0.45
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lowLumScan = 5.0
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hiLumScan = 10.0
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BrightBoost = 1.25
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maskDark = 0.25
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maskFade = 0.8
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)
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pos := texCoord
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origin, size := imageSrcRegionOnTexture()
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pos -= origin
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pos /= size
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maskFade := 0.3333 * maskFade
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invDims := 1.0 / imageSrcTextureSize().xy
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p := pos * imageSrcTextureSize()
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i := floor(p) + 0.50
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f := p - i
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p = (i + 4.0*f*f*f) * invDims
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p.x = mix(p.x, pos.x, blurScaleX)
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Y := f.y * f.y
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YY := Y * Y
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whichmask := fract(pos.x * -0.4999)
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mask := 1.0
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if whichmask < 0.5 {
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mask -= maskDark
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}
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clr := imageSrc2At(p*size + origin).rgb
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scanLineWeight := (BrightBoost - lowLumScan*(Y-2.05*YY))
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scanLineWeightB := 1.0 - hiLumScan*(YY-2.8*YY*Y)
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return vec4(clr.rgb*mix(scanLineWeight*mask, scanLineWeightB, dot(clr.rgb, vec3(maskFade))), 1.0)
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}
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@ -51,9 +51,6 @@ var (
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//go:embed water.go
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water_go []byte
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//go:embed crt.go
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crt_go []byte
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)
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const (
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@ -109,7 +106,6 @@ var shaderSrcs = [][]byte{
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chromaticaberration_go,
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dissolve_go,
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water_go,
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crt_go,
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}
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type Game struct {
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