mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
123 lines
3.4 KiB
Plaintext
123 lines
3.4 KiB
Plaintext
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#version 450
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// NTSC-Adaptive
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// based on Themaister's NTSC shader
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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vec4 DerezedPassSize;
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float ntsc_sharp;
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float ntsc_shape;
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float blendMode;
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} global;
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#pragma parameter ntsc_sharp " NTSC Sharpness (Negative: Adaptive)" 0.0 -10.0 10.0 0.50
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#pragma parameter ntsc_shape " NTSC Sharpness Shape" 0.75 0.5 1.0 0.05
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#pragma parameter blendMode " NTSC Blend Mode (Main Mode Control)" 1.0 0.0 1.0 1.0
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord - vec2(0.25 / global.SourceSize.x, 0.0); // Compensate for decimate-by-2.
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D NPass1;
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layout(set = 0, binding = 4) uniform sampler2D PrePass0;
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float fetch_offset(float offset, float one_x)
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{
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return texture(NPass1, vTexCoord + vec2((offset) * (one_x), 0.0)).x;
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}
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const mat3 yiq2rgb_mat = mat3(
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1.0, 0.956, 0.6210,
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1.0, -0.2720, -0.6474,
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1.0, -1.1060, 1.7046);
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vec3 yiq2rgb(vec3 yiq)
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{
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return yiq * yiq2rgb_mat;
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}
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const mat3 yiq_mat = mat3(
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0.2989, 0.5870, 0.1140,
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0.5959, -0.2744, -0.3216,
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0.2115, -0.5229, 0.3114
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);
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vec3 rgb2yiq(vec3 col)
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{
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return col * yiq_mat;
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}
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void main()
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{
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vec2 offsetx = vec2(0.5 * global.DerezedPassSize.z, 0.0);
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vec2 texcoord = vTexCoord + vec2(0.25 * global.SourceSize.z, 0.0);
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vec3 l1 = texture(Source, texcoord + offsetx).xyz;
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vec3 l2 = texture(Source, texcoord - offsetx).xyz;
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vec3 l3 = texture(Source, texcoord + 0.50*offsetx).xyz;
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vec3 l4 = texture(Source, texcoord - 0.50*offsetx).xyz;
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vec3 ref = texture(Source, texcoord).xyz;
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float lum1 = texture(NPass1, vTexCoord).a;
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float lum2 = max(ref.x, 0.0);
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float dif = max(max(abs(l1.x-l2.x), abs(l1.y-l2.y)), max(abs(l1.z-l2.z), abs(l1.x*l1.x-l2.x*l2.x)));
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float dff = max(max(abs(l3.x-l4.x), abs(l3.y-l4.y)), max(abs(l3.z-l4.z), abs(l3.x*l3.x-l4.x*l4.x)));
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float lc = (1.0-smoothstep(0.10, 0.20, abs(lum2-lum1)))*pow(dff, 0.125);
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float sweight = smoothstep(0.05-0.03*lc, 0.45 - 0.40*lc, dif);
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vec3 signal = ref;
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if (abs(global.ntsc_sharp) > -0.1)
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{
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float lummix = mix(lum2, lum1, 0.1*abs(global.ntsc_sharp));
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float lm1 = mix(lum2*lum2, lum1*lum1, 0.1*abs(global.ntsc_sharp)); lm1 = sqrt(lm1);
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float lm2 = mix(sqrt(lum2), sqrt(lum1), 0.1*abs(global.ntsc_sharp)); lm2 = lm2*lm2;
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float k1 = abs(lummix - lm1) + 0.00001;
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float k2 = abs(lummix - lm2) + 0.00001;
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lummix = min((k2*lm1 + k1*lm2)/(k1+k2), 1.0);
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signal.x = mix(lum2, lummix, smoothstep(0.25, 0.4, pow(dff, 0.125)));
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signal.x = min(signal.x, max(global.ntsc_shape*signal.x, lum2));
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}
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else signal.x = clamp(signal.x, -1.0, 1.0);
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vec3 rgb = signal;
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if (global.ntsc_sharp < -0.1)
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{
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rgb.x = mix(ref.x, rgb.x, sweight);
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}
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rgb = clamp(yiq2rgb(rgb), 0.0, 1.0);
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if (global.blendMode < 0.5)
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{
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vec3 orig = texture(PrePass0, vTexCoord).rgb;
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rgb = normalize(rgb + 0.00001) * min(length(rgb), length(orig));
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}
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FragColor = vec4(rgb, 1.0);
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}
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