slang-shaders/crt/shaders/guest/crt-gdv-new/linearize-ntsc.slang

163 lines
5 KiB
Plaintext
Raw Normal View History

#version 450
/*
Interlacing
Copyright (C) 2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#pragma format R32G32B32A32_SFLOAT
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float decon;
float deconstr;
float GAMMA_INPUT;
float inter;
float interm;
float intres;
float inters;
float iscan;
} params;
#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 1.0 5.0 0.05
#define GAMMA_INPUT params.GAMMA_INPUT
#pragma parameter bogus_deconvergence "[ HORIZONTAL DECONVERGENCE ]:" 0.0 0.0 1.0 1.0
#pragma parameter decon " Horizontal Deconvergence Range" 1.0 -8.0 8.0 0.250
#define decon params.decon // Horizontal deconvergence range
#pragma parameter deconstr " Horizontal Deconvergence Strength" 0.0 0.0 1.0 0.05
#define deconstr params.deconstr // Horizontal deconvergence strength
#pragma parameter bogus_interlacing "[ INTERLACING OPTIONS ]: " 0.0 0.0 0.0 1.0
#pragma parameter inter " Interlace Trigger Resolution :" 350.0 0.0 800.0 25.0
#define inter params.inter // interlace resolution
#pragma parameter interm " Interlace Mode: OFF, Normal 1-3, Interpolation 4-5" 1.0 0.0 5.0 1.0
#define interm params.interm // interlace mode
#define interm params.interm // interlace mode
#pragma parameter inters " Interlacing Effect Smoothness" 0.0 0.0 0.5 0.05 // Joint parameter with main pass, values must match
#define inters params.inters // interlacing effect smoothing
#pragma parameter iscan " Interlacing Scanline Effect" 0.20 0.0 1.0 0.05
#define iscan params.iscan // interlacing effect scanlining
#pragma parameter intres " Internal Resolution: 1.0:240p, 1.5...y-dowsample" 0.0 0.0 4.0 0.5 // Joint parameter with main pass, values must match
#define intres params.intres // interlace resolution
#define SourceSize params.SourceSize
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.00001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D PrePass;
#define COMPAT_TEXTURE(c,d) texture(c,d)
vec3 plant (vec3 tar, float r)
{
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
return tar * r / t;
}
void main()
{
vec2 dx1 = vec2(1.0/SourceSize.x, 0.0)*decon;
vec2 dx2 = -dx1*decon;
vec2 dy = vec2(0.0, 1.0/SourceSize.y);
vec3 c1 = COMPAT_TEXTURE(PrePass, vTexCoord).rgb;
vec3 c2 = COMPAT_TEXTURE(PrePass, vTexCoord + dy).rgb;
float r1 = COMPAT_TEXTURE(PrePass, vTexCoord + dx1).r;
float b1 = COMPAT_TEXTURE(PrePass, vTexCoord + dx2).b;
float r2 = COMPAT_TEXTURE(PrePass, vTexCoord + dx1 + dy).r;
float b2 = COMPAT_TEXTURE(PrePass, vTexCoord + dx2 + dy).b;
vec3 res1 = c1;
vec3 res2 = c2;
res1.rb = mix(c1.rb, vec2(r1,b1), deconstr);
res2.rb = mix(c2.rb, vec2(r2,b2), deconstr);
vec3 res = res1;
float gamma_in = 1.0/GAMMA_INPUT;
float intera = 1.0;
float yres_div = 1.0; if (intres > 1.25) yres_div = intres;
if (inter < SourceSize.y/yres_div && interm > 0.5 && intres != 1.0)
{
intera = 0.5;
float line_no = floor(mod(params.OriginalSize.y*vTexCoord.y, 2.0));
float frame_no = floor(mod(float(params.FrameCount),2.0));
float ii = abs(line_no-frame_no);
float m1 = max(max(c1.r,c1.g),c1.b);
float m2 = max(max(c2.r,c2.g),c2.b);
vec3 df = abs(c1-c2);
float d = max(max(df.r,df.g),df.b);
if (interm == 2.0) d = mix(0.1*d,10.0*d, step(m1/(m2+0.0001),m2/(m1+0.0001)));
float r;
if (interm < 3.5)
{
r = max(m1*ii, (1.0-iscan)*min(m1,m2));
res = plant( mix(mix(res1,res2, min(mix(m1, (1.0-m2), min(m1,1.0-m1))/(d+0.00001),1.0)), res1, ii), r);
if (interm == 3.0) res = (1.0-0.5*iscan)*mix(res2, res1, ii);
intera = 0.0;
}
if (interm == 5.0) { res = mix(res2, res1, 0.5); intera = 0.5; }
res = pow(res, vec3(GAMMA_INPUT*0.70));
gamma_in = 1.0/(GAMMA_INPUT*0.70);
}
else res = pow(res, vec3(GAMMA_INPUT));
if (vTexCoord.x > 0.5) gamma_in = intera;
FragColor = vec4(res, gamma_in);
}