slang-shaders/bezel/Mega_Bezel/shaders/guest/ntsc/hsm-ntsc-pass1.slang

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#version 450
// NTSC-Adaptive
// based on Themaister's NTSC shader
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 DerezedPassSize;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
float quality, ntsc_sat, cust_fringing, cust_artifacting, ntsc_bright, ntsc_scale, ntsc_fields, ntsc_phase, ntsc_sharp;
} global;
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#pragma parameter NTSC_EMPTY_LINE " " 0 0 0.001 0.001
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#pragma parameter ntsc_title "[ NTSC ]:" 0 0 0.01 0.01
#pragma parameter ntsc_sat " Color Saturation" 1.0 0.0 2.0 0.01
#pragma parameter ntsc_bright " Brightness" 1.0 0.0 1.5 0.01
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#pragma parameter NTSC_QUALITY_EMPTY_LINE " " 0 0 0.001 0.001
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#pragma parameter ntsc_quality_title " [ NTSC QUALITY ]:" 0 0 0.01 0.01
#pragma parameter quality " Preset: S-Video | Composite | RF | Custom:-1 -- quality" 1.0 -1.0 2.0 1.0
#pragma parameter ntsc_phase " Phase: Auto | 2 phase | 3 phase" 1.0 1.0 3.0 1.0
#pragma parameter ntsc_scale " Resolution Scaling" 1.0 0.20 2.5 0.01
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#pragma parameter NTSC_CUSTOM_EMPTY_LINE " " 0 0 0.001 0.001
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#pragma parameter ntsc_custom_title " [ NTSC Custom Options]:" 0 0 0.01 0.01
#pragma parameter ntsc_fields " Merge Fields" 0.0 0.0 1.0 1.0
#pragma parameter cust_fringing " Fringing" 0.0 0.0 5.0 0.1
#pragma parameter cust_artifacting " Artifacting" 0.0 0.0 5.0 0.1
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#define PI 3.14159265
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 pix_no;
layout(location = 2) out float phase;
layout(location = 3) out float BRIGHTNESS;
layout(location = 4) out float SATURATION;
layout(location = 5) out float FRINGING;
layout(location = 6) out float ARTIFACTING;
layout(location = 7) out float CHROMA_MOD_FREQ;
layout(location = 8) out float MERGE;
void main()
{
float res = min(global.ntsc_scale, 1.0);
float OriginalSize = global.DerezedPassSize.x;
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
pix_no = TexCoord * global.SourceSize.xy * (res * global.OutputSize.xy / global.SourceSize.xy);
phase = (global.ntsc_phase < 1.5) ? ((OriginalSize > 300.0) ? 2.0 : 3.0) : ((global.ntsc_phase > 2.5) ? 3.0 : 2.0);
CHROMA_MOD_FREQ = (phase < 2.5) ? (4.0 * PI / 15.0) : (PI / 3.0);
ARTIFACTING = (global.quality > -0.5) ? global.quality : global.cust_artifacting;
FRINGING = (global.quality > -0.5) ? global.quality : global.cust_fringing;
SATURATION = global.ntsc_sat;
BRIGHTNESS = global.ntsc_bright;
MERGE = (int(global.quality) == 2 || phase < 2.5) ? 0.0 : 1.0;
MERGE = (int(global.quality) == -1) ? global.ntsc_fields : MERGE;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 pix_no;
layout(location = 2) in float phase;
layout(location = 3) in float BRIGHTNESS;
layout(location = 4) in float SATURATION;
layout(location = 5) in float FRINGING;
layout(location = 6) in float ARTIFACTING;
layout(location = 7) in float CHROMA_MOD_FREQ;
layout(location = 8) in float MERGE;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define mix_mat mat3(BRIGHTNESS, FRINGING, FRINGING, ARTIFACTING, 2.0 * SATURATION, 0.0, ARTIFACTING, 0.0, 2.0 * SATURATION)
const mat3 yiq2rgb_mat = mat3(
1.0, 0.956, 0.6210,
1.0, -0.2720, -0.6474,
1.0, -1.1060, 1.7046);
vec3 yiq2rgb(vec3 yiq)
{
return yiq * yiq2rgb_mat;
}
const mat3 yiq_mat = mat3(
0.2989, 0.5870, 0.1140,
0.5959, -0.2744, -0.3216,
0.2115, -0.5229, 0.3114
);
vec3 rgb2yiq(vec3 col)
{
return col * yiq_mat;
}
void main()
{
float res = global.ntsc_scale;
vec3 col = texture(Source, vTexCoord).rgb;
vec3 yiq = rgb2yiq(col);
float lum = yiq.x;
vec3 yiq2 = yiq;
vec3 yiqs = yiq;
vec3 yiqz = yiq;
float mod1 = 2.0;
float mod2 = 3.0;
if (MERGE > 0.5)
{
float chroma_phase2 = (phase < 2.5) ? PI * (mod(pix_no.y, mod1) + mod(global.FrameCount+1, 2.)) : 0.6667 * PI * (mod(pix_no.y, mod2) + mod(global.FrameCount+1, 2.));
float mod_phase2 = chroma_phase2 + pix_no.x * CHROMA_MOD_FREQ;
float i_mod2 = cos(mod_phase2);
float q_mod2 = sin(mod_phase2);
yiq2.yz *= vec2(i_mod2, q_mod2); // Modulate.
yiq2 *= mix_mat; // Cross-talk.
yiq2.yz *= vec2(i_mod2, q_mod2); // Demodulate.
if (res > 1.025)
{
mod_phase2 = chroma_phase2 + pix_no.x * CHROMA_MOD_FREQ * res;
i_mod2 = cos(mod_phase2);
q_mod2 = sin(mod_phase2);
yiqs.yz *= vec2(i_mod2, q_mod2); // Modulate.
yiq2.x = dot(yiqs, mix_mat[0]); // Cross-talk.
}
}
float chroma_phase = (phase < 2.5) ? PI * (mod(pix_no.y, mod1) + mod(global.FrameCount, 2.)) : 0.6667 * PI * (mod(pix_no.y, mod2) + mod(global.FrameCount, 2.));
float mod_phase = chroma_phase + pix_no.x * CHROMA_MOD_FREQ;
float i_mod = cos(mod_phase);
float q_mod = sin(mod_phase);
yiq.yz *= vec2(i_mod, q_mod); // Modulate.
yiq *= mix_mat; // Cross-talk.
yiq.yz *= vec2(i_mod, q_mod); // Demodulate.
if (res > 1.025)
{
mod_phase = chroma_phase + pix_no.x * CHROMA_MOD_FREQ * res;
i_mod = cos(mod_phase);
q_mod = sin(mod_phase);
yiqz.yz *= vec2(i_mod, q_mod); // Modulate.
yiq.x = dot(yiqz, mix_mat[0]); // Cross-talk.
}
yiq = (MERGE < 0.5) ? yiq : 0.5*(yiq+yiq2);
FragColor = vec4(yiq, lum);
}