slang-shaders/bezel/Mega_Bezel/shaders/guest/ntsc/hsm-ntsc-pass2.slang

287 lines
10 KiB
Plaintext
Raw Normal View History

2022-06-25 10:06:45 +10:00
#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;
float ntsc_scale;
float ntsc_phase;
float auto_res;
} global;
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
2022-07-29 11:56:28 +10:00
#pragma parameter ntsc_scale " NTSC Resolution Scaling" 1.0 0.20 2.5 0.01
2022-06-25 10:06:45 +10:00
#pragma parameter ntsc_phase " NTSC Phase: Auto | 2 phase | 3 phase" 1.0 1.0 3.0 1.0
#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 - vec2(0.5 / global.SourceSize.x, 0.0); // Compensate for decimate-by-2.
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
vec3 fetch_offset(float offset, float one_x)
{
return texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz;
}
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;
}
const int TAPS_2_phase = 32;
const float luma_filter_2_phase[33] = float[33](
-0.000174844,
-0.000205844,
-0.000149453,
-0.000051693,
0.000000000,
-0.000066171,
-0.000245058,
-0.000432928,
-0.000472644,
-0.000252236,
0.000198929,
0.000687058,
0.000944112,
0.000803467,
0.000363199,
0.000013422,
0.000253402,
0.001339461,
0.002932972,
0.003983485,
0.003026683,
-0.001102056,
-0.008373026,
-0.016897700,
-0.022914480,
-0.021642347,
-0.008863273,
0.017271957,
0.054921920,
0.098342579,
0.139044281,
0.168055832,
0.178571429);
const float chroma_filter_2_phase[33] = float[33](
0.001384762,
0.001678312,
0.002021715,
0.002420562,
0.002880460,
0.003406879,
0.004004985,
0.004679445,
0.005434218,
0.006272332,
0.007195654,
0.008204665,
0.009298238,
0.010473450,
0.011725413,
0.013047155,
0.014429548,
0.015861306,
0.017329037,
0.018817382,
0.020309220,
0.021785952,
0.023227857,
0.024614500,
0.025925203,
0.027139546,
0.028237893,
0.029201910,
0.030015081,
0.030663170,
0.031134640,
0.031420995,
0.031517031);
const int TAPS_3_phase = 24;
const float luma_filter_3_phase[25] = float[25](
-0.000012020,
-0.000022146,
-0.000013155,
-0.000012020,
-0.000049979,
-0.000113940,
-0.000122150,
-0.000005612,
0.000170516,
0.000237199,
0.000169640,
0.000285688,
0.000984574,
0.002018683,
0.002002275,
-0.000909882,
-0.007049081,
-0.013222860,
-0.012606931,
0.002460860,
0.035868225,
0.084016453,
0.135563500,
0.175261268,
0.190176552);
const float chroma_filter_3_phase[25] = float[25](
-0.000118847,
-0.000271306,
-0.000502642,
-0.000930833,
-0.001451013,
-0.002064744,
-0.002700432,
-0.003241276,
-0.003524948,
-0.003350284,
-0.002491729,
-0.000721149,
0.002164659,
0.006313635,
0.011789103,
0.018545660,
0.026414396,
0.035100710,
0.044196567,
0.053207202,
0.061590275,
0.068803602,
0.074356193,
0.077856564,
0.079052396);
void main()
{
float res = global.ntsc_scale;
float OriginalSize = global.DerezedPassSize.x;
float one_x = global.SourceSize.z / res;
vec3 signal = vec3(0.0);
float phase = (global.ntsc_phase < 1.5) ? ((OriginalSize > 300.0) ? 2.0 : 3.0) : ((global.ntsc_phase > 2.5) ? 3.0 : 2.0);
if(phase < 2.5)
{
vec3 sums = fetch_offset(0.0 - 32.0, one_x) + fetch_offset(32.0 - 0.0, one_x);
signal += sums * vec3(luma_filter_2_phase[0], chroma_filter_2_phase[0], chroma_filter_2_phase[0]);
sums = fetch_offset(1.0 - 32.0, one_x) + fetch_offset(32.0 - 1.0, one_x);
signal += sums * vec3(luma_filter_2_phase[1], chroma_filter_2_phase[1], chroma_filter_2_phase[1]);
sums = fetch_offset(2.0 - 32.0, one_x) + fetch_offset(32.0 - 2.0, one_x);
signal += sums * vec3(luma_filter_2_phase[2], chroma_filter_2_phase[2], chroma_filter_2_phase[2]);
sums = fetch_offset(3.0 - 32.0, one_x) + fetch_offset(32.0 - 3.0, one_x);
signal += sums * vec3(luma_filter_2_phase[3], chroma_filter_2_phase[3], chroma_filter_2_phase[3]);
sums = fetch_offset(4.0 - 32.0, one_x) + fetch_offset(32.0 - 4.0, one_x);
signal += sums * vec3(luma_filter_2_phase[4], chroma_filter_2_phase[4], chroma_filter_2_phase[4]);
sums = fetch_offset(5.0 - 32.0, one_x) + fetch_offset(32.0 - 5.0, one_x);
signal += sums * vec3(luma_filter_2_phase[5], chroma_filter_2_phase[5], chroma_filter_2_phase[5]);
sums = fetch_offset(6.0 - 32.0, one_x) + fetch_offset(32.0 - 6.0, one_x);
signal += sums * vec3(luma_filter_2_phase[6], chroma_filter_2_phase[6], chroma_filter_2_phase[6]);
sums = fetch_offset(7.0 - 32.0, one_x) + fetch_offset(32.0 - 7.0, one_x);
signal += sums * vec3(luma_filter_2_phase[7], chroma_filter_2_phase[7], chroma_filter_2_phase[7]);
sums = fetch_offset(8.0 - 32.0, one_x) + fetch_offset(32.0 - 8.0, one_x);
signal += sums * vec3(luma_filter_2_phase[8], chroma_filter_2_phase[8], chroma_filter_2_phase[8]);
sums = fetch_offset(9.0 - 32.0, one_x) + fetch_offset(32.0 - 9.0, one_x);
signal += sums * vec3(luma_filter_2_phase[9], chroma_filter_2_phase[9], chroma_filter_2_phase[9]);
sums = fetch_offset(10.0 - 32.0, one_x) + fetch_offset(32.0 - 10.0, one_x);
signal += sums * vec3(luma_filter_2_phase[10], chroma_filter_2_phase[10], chroma_filter_2_phase[10]);
sums = fetch_offset(11.0 - 32.0, one_x) + fetch_offset(32.0 - 11.0, one_x);
signal += sums * vec3(luma_filter_2_phase[11], chroma_filter_2_phase[11], chroma_filter_2_phase[11]);
sums = fetch_offset(12.0 - 32.0, one_x) + fetch_offset(32.0 - 12.0, one_x);
signal += sums * vec3(luma_filter_2_phase[12], chroma_filter_2_phase[12], chroma_filter_2_phase[12]);
sums = fetch_offset(13.0 - 32.0, one_x) + fetch_offset(32.0 - 13.0, one_x);
signal += sums * vec3(luma_filter_2_phase[13], chroma_filter_2_phase[13], chroma_filter_2_phase[13]);
sums = fetch_offset(14.0 - 32.0, one_x) + fetch_offset(32.0 - 14.0, one_x);
signal += sums * vec3(luma_filter_2_phase[14], chroma_filter_2_phase[14], chroma_filter_2_phase[14]);
sums = fetch_offset(15.0 - 32.0, one_x) + fetch_offset(32.0 - 15.0, one_x);
signal += sums * vec3(luma_filter_2_phase[15], chroma_filter_2_phase[15], chroma_filter_2_phase[15]);
sums = fetch_offset(16.0 - 32.0, one_x) + fetch_offset(32.0 - 16.0, one_x);
signal += sums * vec3(luma_filter_2_phase[16], chroma_filter_2_phase[16], chroma_filter_2_phase[16]);
sums = fetch_offset(17.0 - 32.0, one_x) + fetch_offset(32.0 - 17.0, one_x);
signal += sums * vec3(luma_filter_2_phase[17], chroma_filter_2_phase[17], chroma_filter_2_phase[17]);
sums = fetch_offset(18.0 - 32.0, one_x) + fetch_offset(32.0 - 18.0, one_x);
signal += sums * vec3(luma_filter_2_phase[18], chroma_filter_2_phase[18], chroma_filter_2_phase[18]);
sums = fetch_offset(19.0 - 32.0, one_x) + fetch_offset(32.0 - 19.0, one_x);
signal += sums * vec3(luma_filter_2_phase[19], chroma_filter_2_phase[19], chroma_filter_2_phase[19]);
sums = fetch_offset(20.0 - 32.0, one_x) + fetch_offset(32.0 - 20.0, one_x);
signal += sums * vec3(luma_filter_2_phase[20], chroma_filter_2_phase[20], chroma_filter_2_phase[20]);
sums = fetch_offset(21.0 - 32.0, one_x) + fetch_offset(32.0 - 21.0, one_x);
signal += sums * vec3(luma_filter_2_phase[21], chroma_filter_2_phase[21], chroma_filter_2_phase[21]);
sums = fetch_offset(22.0 - 32.0, one_x) + fetch_offset(32.0 - 22.0, one_x);
signal += sums * vec3(luma_filter_2_phase[22], chroma_filter_2_phase[22], chroma_filter_2_phase[22]);
sums = fetch_offset(23.0 - 32.0, one_x) + fetch_offset(32.0 - 23.0, one_x);
signal += sums * vec3(luma_filter_2_phase[23], chroma_filter_2_phase[23], chroma_filter_2_phase[23]);
sums = fetch_offset(24.0 - 32.0, one_x) + fetch_offset(32.0 - 24.0, one_x);
signal += sums * vec3(luma_filter_2_phase[24], chroma_filter_2_phase[24], chroma_filter_2_phase[24]);
sums = fetch_offset(25.0 - 32.0, one_x) + fetch_offset(32.0 - 25.0, one_x);
signal += sums * vec3(luma_filter_2_phase[25], chroma_filter_2_phase[25], chroma_filter_2_phase[25]);
sums = fetch_offset(26.0 - 32.0, one_x) + fetch_offset(32.0 - 26.0, one_x);
signal += sums * vec3(luma_filter_2_phase[26], chroma_filter_2_phase[26], chroma_filter_2_phase[26]);
sums = fetch_offset(27.0 - 32.0, one_x) + fetch_offset(32.0 - 27.0, one_x);
signal += sums * vec3(luma_filter_2_phase[27], chroma_filter_2_phase[27], chroma_filter_2_phase[27]);
sums = fetch_offset(28.0 - 32.0, one_x) + fetch_offset(32.0 - 28.0, one_x);
signal += sums * vec3(luma_filter_2_phase[28], chroma_filter_2_phase[28], chroma_filter_2_phase[28]);
sums = fetch_offset(29.0 - 32.0, one_x) + fetch_offset(32.0 - 29.0, one_x);
signal += sums * vec3(luma_filter_2_phase[29], chroma_filter_2_phase[29], chroma_filter_2_phase[29]);
sums = fetch_offset(30.0 - 32.0, one_x) + fetch_offset(32.0 - 30.0, one_x);
signal += sums * vec3(luma_filter_2_phase[30], chroma_filter_2_phase[30], chroma_filter_2_phase[30]);
sums = fetch_offset(31.0 - 32.0, one_x) + fetch_offset(32.0 - 31.0, one_x);
signal += sums * vec3(luma_filter_2_phase[31], chroma_filter_2_phase[31], chroma_filter_2_phase[31]);
signal += texture(Source, vTexCoord).xyz *
vec3(luma_filter_2_phase[TAPS_2_phase], chroma_filter_2_phase[TAPS_2_phase], chroma_filter_2_phase[TAPS_2_phase]);
}
else if(phase > 2.5)
{
for (int i = 0; i < TAPS_3_phase; i++)
{
float offset = float(i);
vec3 sums = fetch_offset(offset - float(TAPS_3_phase), one_x) +
fetch_offset(float(TAPS_3_phase) - offset, one_x);
signal += sums * vec3(luma_filter_3_phase[i], chroma_filter_3_phase[i], chroma_filter_3_phase[i]);
}
signal += texture(Source, vTexCoord).xyz *
vec3(luma_filter_3_phase[TAPS_3_phase], chroma_filter_3_phase[TAPS_3_phase], chroma_filter_3_phase[TAPS_3_phase]);
}
signal.x = clamp(signal.x, -1.0, 1.0);
vec3 rgb = signal;
FragColor = vec4(rgb, 1.0);
}