slang-shaders/vhs/shaders/vhs_mpalko/vhs_mpalko.inc

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#define lerp mix
#define NTSC 0
#define PAL 1
// Effect params
#define VIDEO_STANDARD PAL
#if VIDEO_STANDARD == NTSC
const vec2 maxResLuminance = vec2(333.0, 480.0);
const vec2 maxResChroma = vec2(40.0, 480.0);
#elif VIDEO_STANDARD == PAL
const vec2 maxResLuminance = vec2(335.0, 576.0);
const vec2 maxResChroma = vec2(40.0, 240.0);
#endif
const vec2 blurAmount = vec2(0.2, 0.2);
// End effect params
#define VIDEO_TEXTURE iChannel0
mat3 rgb2yiq = mat3(0.299, 0.596, 0.211,
0.587, -0.274, -0.523,
0.114, -0.322, 0.312);
mat3 yiq2rgb = mat3(1, 1, 1,
0.956, -0.272, -1.106,
0.621, -0.647, 1.703);
// from http://www.java-gaming.org/index.php?topic=35123.0
vec4 cubic(float v)
{
vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
vec4 s = n * n * n;
float x = s.x;
float y = s.y - 4.0 * s.x;
float z = s.z - 4.0 * s.y + 6.0 * s.x;
float w = 6.0 - x - y - z;
return vec4(x, y, z, w) * (1.0/6.0);
}
vec4 textureBicubic(sampler2D tex, vec2 texCoords)
{
vec2 texSize = vec2(textureSize(tex, 0));
vec2 invTexSize = vec2(1.0) / texSize;
texCoords = texCoords * texSize - 0.5;
vec2 fxy = fract(texCoords);
texCoords -= fxy;
vec4 xcubic = cubic(fxy.x);
vec4 ycubic = cubic(fxy.y);
vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy;
vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s;
offset *= invTexSize.xxyy;
vec4 sample0 = texture(tex, offset.xz);
vec4 sample1 = texture(tex, offset.yz);
vec4 sample2 = texture(tex, offset.xw);
vec4 sample3 = texture(tex, offset.yw);
float sx = s.x / (s.x + s.y);
float sy = s.z / (s.z + s.w);
return mix(
mix(sample3, sample2, sx), mix(sample1, sample0, sx)
, sy);
}