mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 00:21:31 +11:00
78 lines
2.4 KiB
Plaintext
78 lines
2.4 KiB
Plaintext
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float cropOverscan_x;
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float signalResolutionY;
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float signalResolutionI;
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float signalResolutionQ;
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} params;
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#pragma parameter cropOverscan_x "Crop Overscan X" 0.0 0.0 1.0 1.0
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#pragma parameter signalResolutionY "Signal Res Y" 200.0 20.0 500.0 10.0
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#pragma parameter signalResolutionI "Signal Res I" 125.0 20.0 350.0 10.0
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#pragma parameter signalResolutionQ "Signal Res Q" 125.0 20.0 350.0 10.0
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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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} global;
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////////////////////////////////////////////////////////
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// GTU-famicom version 0.50
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// Author: aliaspider - aliaspider@gmail.com
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// License: GPLv3
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////////////////////////////////////////////////////////
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#define YIQ_to_RGB mat3x3( 1.0 , 1.0 , 1.0 , 0.9563 , -0.2721 , -1.1070 , 0.6210 , -0.6474 , 1.7046 )
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#define pi 3.14159265358
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#define a(x) abs(x)
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#define d(x,b) (pi*b*min(a(x)+0.5,1.0/b))
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#define e(x,b) (pi*b*min(max(a(x)-0.5,-1.0/b),1.0/b))
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#define STU(x,b) ((d(x,b)+sin(d(x,b))-e(x,b)-sin(e(x,b)))/(2.0*pi))
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//#define X(i) (offset-(i))
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#define GETC (texture(Source, vec2(vTexCoord.x - X * params.SourceSize.z, vTexCoord.y)).rgb)
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#define VAL vec3((c.x*STU(X,(params.signalResolutionY * params.SourceSize.z))),(c.y*STU(X,(params.signalResolutionI * params.SourceSize.z))),(c.z*STU(X,(params.signalResolutionQ * params.SourceSize.z))))
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#define PROCESS(i) X=(offset-(i));c=GETC;tempColor+=VAL;
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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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if (params.cropOverscan_x > 0.0)
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gl_Position.x /= (240.0 / 256.0);
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vTexCoord = TexCoord;
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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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void main()
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{
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float offset = fract((vTexCoord.x * params.SourceSize.x) - 0.5);
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vec3 tempColor = vec3(0.0);
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float X;
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vec3 c;
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float range = ceil(0.5 + params.SourceSize.x / min(min(params.signalResolutionY, params.signalResolutionI), params.signalResolutionQ));
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float i;
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// for (i=-range;i<range+2.0;i++){
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for (i=1.0-range;i<range+1.0;i++){
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PROCESS(i)
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}
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tempColor=clamp(YIQ_to_RGB * tempColor,0.0,1.0);
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FragColor = vec4(tempColor, 1.0);
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}
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