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tav: encoder ENDT fix
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@@ -15,6 +15,7 @@
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// === UNIFORMS ===
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uniform float time = 0.0; // Frame count
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uniform vec2 resolution = vec2(640.0, 480.0); // Virtual resolution (e.g., 640x480)
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uniform float displayScale = 2.0;
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uniform sampler2D u_texture; // Input texture
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uniform vec2 flip = vec2(0.0, 0.0); // UV flip control (0,1 = flip Y)
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@@ -256,7 +257,7 @@ vec3 decodeCGAComposite(vec2 uv, vec2 texelSize, float pixelX, float pixelY) {
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// === TRINITRON PHOSPHOR MASK ===
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vec3 trinitronMask(vec2 screenPos) {
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float strength = getPhosphorStrength();
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float outputX = screenPos.x * 2.0; // 2x display scale
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float outputX = screenPos.x * displayScale;
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float stripe = mod(outputX, 3.0);
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float bleed = 0.15;
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@@ -279,7 +280,7 @@ vec3 trinitronMask(vec2 screenPos) {
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// === SCANLINE MASK ===
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float scanlineMask(vec2 screenPos) {
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float strength = getScanlineStrength();
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float outputY = screenPos.y * 2.0; // 2x display scale
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float outputY = screenPos.y * displayScale;
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float scanline = sin(outputY * PI);
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scanline = scanline * 0.5 + 0.5;
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