slang-shaders/bezel/koko-aio/shaders/ntsc_pass.slang

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#version 450
#include "config.inc"
#define NTSC_FILTER_WIDTH_MAX 25
#define NTSC_FILTER_MIDDLE NTSC_FILTER_WIDTH/2
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 1) out vec3 vTemperature_rgb;
layout(location = 0) out vec2 vTexCoord;
layout(location = 2) out float vNTSC_FILTER_FC;
layout(location = 3) out float vNTSC_FILTER_SCF;
layout(location = 4) out float vNTSC_weights[NTSC_FILTER_WIDTH_MAX];
#include "includes/functions.include.slang"
vec3 kelvin2rgb(float k) {
//Convert kelvin temperature to rgb factors
k = clamp(k,1000,40000);
k=k/100.0;
float tmpCalc;
vec3 pixel_out;
if (k<=66) {
pixel_out.r = 255;
pixel_out.g = 99.47080258612 * log(k) - 161.11956816610;
} else {
pixel_out.r = 329.6987274461 * pow(k - 60 ,-0.13320475922);
pixel_out.g = 288.12216952833 * pow(k-60, -0.07551484921);
}
if (k >= 66)
pixel_out.b = 255;
else if (k<=19)
pixel_out.b = 0;
else
pixel_out.b = 138.51773122311 * log(k - 10) - 305.04479273072;
return pixel_out/255.0;
}
/* hann() sinc() functions by xot:
* copyright (c) 2017-2018, John Leffingwell
* license CC BY-SA Attribution-ShareAlike
* ntscdec() function, same license and attribution,
* slightly modified by me.
* https://www.shadertoy.com/view/Mdffz7
*/
float hann(float n, float N) {
return 0.5 * (1.0 - cos((TAU*n)/(N-1.0))) ;
}
float sinc(float x) {
//if (x == 0.0) return 1.0;
x = x + eps;
return sin(pi*x) / (pi*x);
}
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.0001;
if (DO_NTSC_ARTIFACTS > 0.0) {
vNTSC_FILTER_FC = NTSC_FILTER_FC * 0.1;
vNTSC_FILTER_SCF = NTSC_FILTER_SCF * 0.1;
float sum = 0.0;
int N = int(NTSC_FILTER_WIDTH);
// Compute sampling weights
for (int n = 0; n < N; n++) {
vNTSC_weights[n] = hann(float(n), float(N)) * sinc(vNTSC_FILTER_FC * float(n-NTSC_FILTER_MIDDLE));
sum += vNTSC_weights[n];
}
// Normalize sampling weights
for (int n = 0; n < N; n++) {
vNTSC_weights[n] /= sum;
}
}
if (TEMPERATURE != 6500)
vTemperature_rgb = kelvin2rgb(TEMPERATURE);
}
#pragma stage fragment
#include "includes/functions.include.slang"
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec3 vTemperature_rgb;
layout(location = 2) in float vNTSC_FILTER_FC;
layout(location = 3) in float vNTSC_FILTER_SCF;
layout(location = 4) in float vNTSC_weights[NTSC_FILTER_WIDTH_MAX];
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
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//layout(set = 0, binding = 3) uniform sampler2D ntsc_passFeedback;
// Colorspace conversion matrix for YIQ-to-RGB
const mat3 YIQ2RGB = mat3(1.000, 1.000, 1.000,
0.956,-0.272,-1.106,
0.621,-0.647, 1.703);
const mat3 RGB2YIQ = mat3(
0.2989, 0.5959, 0.2115,
0.5870, -0.2744, -0.5229,
0.1140, -0.3216, 0.3114);
#define pi10 pi*10
#define PHASE_SHIFT_FOR_BLUR_K pi/3
vec4 ntscdec(vec2 uv) {
vec2 size = params.SourceSize.xy;
// Sample composite signal and decode to YIQ
vec3 YIQ_processed = vec3(0.0);
vec3 YIQ_processed_shifted = vec3(0.0);
//by doing another ntsc filtering with this histed phase, we're able to better identify
//artifacts that will drive the blur modulation.
float phase_shift_for_blur;
int N = int(NTSC_FILTER_WIDTH);
for (int n=0; n < N; n++) {
vec2 pos = uv + vec2(float(n-NTSC_FILTER_MIDDLE) / size.x, 0.0);
float phase = TAU * (vNTSC_FILTER_SCF * size.x * pos.x);
float phase_shift_for_blur = phase + PHASE_SHIFT_FOR_BLUR_K;
phase += ( pos.y * -pi10 ) * (NTSC_PHASE_SHIFT);
//float phase = TAU * (vNTSC_FILTER_SCF * size.x * pos.x) + ( pos.y * -pi10 * NTSC_PHASE_SHIFT)
// ( pos.y * - 31.4);
//Just sample luminance via yiq:
vec3 smp = vec3((texture(Source, pos).rgb * RGB2YIQ).x);
YIQ_processed += vec3(1.0, cos(phase), sin(phase)) * smp * vNTSC_weights[n];
YIQ_processed_shifted += vec3(1.0, cos(phase_shift_for_blur), sin(phase_shift_for_blur)) * smp * vNTSC_weights[n];
}
vec3 RGB_ori = texture(Source, uv).rgb;
vec3 YIQ_ori = RGB_ori * RGB2YIQ;
vec3 YIQ_result = vec3(YIQ_ori.x, YIQ_ori.yz + YIQ_processed.yz * NTSC_MIX);
float artifacts_mask = abs(YIQ_processed.y) + abs(YIQ_processed.z) +
abs(YIQ_processed_shifted.y) + abs(YIQ_processed_shifted.z);
return vec4(YIQ_result * YIQ2RGB, artifacts_mask);
}
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#define W vec3(0.2125, 0.7154, 0.0721)
vec3 color_tools(vec3 pixel_out) {
//Apply color corrections to input signal.
//Push luminance without clipping
pixel_out = pixel_push_luminance(pixel_out,LUMINANCE);
//Modify saturation
if (!(SATURATION == 1.0)) {
vec3 intensity = vec3(dot(pixel_out.rgb, W));
pixel_out.rgb = mix(intensity, pixel_out.rgb, SATURATION);
}
//Modify contrast and brightness
if (CONTRAST != 0.0 || BRIGHTNESS != 0.0)
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pixel_out.rgb = apply_contrast_brightness(pixel_out.rgb, CONTRAST, BRIGHTNESS);
//Modify color temperature
if (TEMPERATURE != 6500.0) pixel_out.rgb = pixel_out.rgb * vTemperature_rgb;
return pixel_out;
}
vec3 debug() {
vec3 pixel_debug;
float blink_time = 120;
vec2 center = vTexCoord - vec2(0.5,0.5);
float radius = 0.1;
pixel_debug = vec3(1 - step(radius, length(center)));
pixel_debug *= float((mod(params.FrameCount,blink_time*2) < blink_time));
return pixel_debug;
}
void main() {
//FragColor = vec4(debug(), 1.0); return;
//This will go into alpha channel to make glow aware of it and blur more.
//It could be configurable.
float artifacts = 0.0;
vec3 pixel_out;
if (DO_NTSC_ARTIFACTS > 0.5) {
vec3 pixel_source = texture(Source, vTexCoord).rgb;
vec4 pixel_out_vec4 = ntscdec(vTexCoord);
pixel_out = pixel_out_vec4.rgb;
artifacts = pixel_out_vec4.a;
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//artifacts = mix(artifacts, texture(ntsc_passFeedback, vTexCoord).a, 0.5); <-- this helps
//FragColor = vec4(artifacts); return;
/*
//artifacts = pow(artifacts, IN_GLOW_NTSC_ARTF_TRSH * 8.0);
artifacts = artifacts * IN_GLOW_NTSC_ARTF_MULT;
artifacts = smoothstep(IN_GLOW_NTSC_ARTF_TRSH, 1.0, artifacts);
//artifacts = min(artifacts, 1.0); //<- useless since clamp happens if not uising float framebuffer.
*/
} else {
pixel_out = texture(Source, vTexCoord).rgb;
}
if (DO_CCORRECTION == 1.0)
pixel_out = color_tools(pixel_out);
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FragColor = vec4(pixel_out, artifacts);
// FragColor = vec4(artifacts);
}