mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
106 lines
3.2 KiB
Plaintext
106 lines
3.2 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
// Analog Overshoot
|
||
|
// by Astherix
|
||
|
|
||
|
// adapted for slang from NTSC Codec (w/Overshoot & Noise) shadertoy
|
||
|
// https://www.shadertoy.com/view/flG3zd
|
||
|
|
||
|
// Licensed LGPLv3
|
||
|
|
||
|
// This pass applies a simulation of analog overshoot, which
|
||
|
// is the cause for ghosting artifacts around edges (sharp transitions)
|
||
|
// This is not necessary for encoding/decoding.
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 SourceSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
float hermite_tension, hermite_bias, decode_chroma_luma_separately;
|
||
|
} params;
|
||
|
|
||
|
// These two define the tension and bias parameters
|
||
|
// of the Hermite interpolation function
|
||
|
// Values closer to 0.5 on both parameters yield
|
||
|
// more aggressive ghosting artifacts
|
||
|
#pragma parameter hermite_tension "Hermite Tension" 0.25 0.01 1.0 0.01
|
||
|
#pragma parameter hermite_bias "Hermite Bias" 0.75 0.01 1.0 0.01
|
||
|
|
||
|
#pragma parameter decode_chroma_luma_separately "Decode Chroma and Luma Separately" 1.0 0.0 1.0 1.0
|
||
|
#define DECODE_CHROMA_LUMA_SEPARATELY params.decode_chroma_luma_separately
|
||
|
|
||
|
#define HERMITE_TENSION params.hermite_tension
|
||
|
#define HERMITE_BIAS params.hermite_bias
|
||
|
|
||
|
#define iChannel0 Source
|
||
|
#define iResolution params.OutputSize.xy
|
||
|
#define fragCoord (vTexCoord.xy * params.OutputSize.xy)
|
||
|
#define fragColor FragColor
|
||
|
#define iFrame params.FrameCount
|
||
|
#define iTime (params.FrameCount / 60)
|
||
|
|
||
|
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 * 1.0001;
|
||
|
}
|
||
|
|
||
|
#pragma stage fragment
|
||
|
layout(location = 0) in vec2 vTexCoord;
|
||
|
layout(location = 0) out vec4 FragColor;
|
||
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||
|
|
||
|
float hermite(float y0, float y1, float y2, float y3, float m, float tension, float bias) {
|
||
|
float m2 = m*m,
|
||
|
m3 = m2*m,
|
||
|
m0 = (y1-y0)*(1.0+bias)*(1.0-tension)/2.0;
|
||
|
m0 = m0 + (y2-y1)*(1.0-bias)*(1.0-tension)/2.0;
|
||
|
float m1 = (y2-y1)*(1.0+bias)*(1.0-tension)/2.0;
|
||
|
m1 = m1 + (y3-y2)*(1.0-bias)*(1.0-tension)/2.0;
|
||
|
float a0 = 2.0*m3 - 3.0*m2 + 1.0,
|
||
|
a1 = m3 - 2.0*m2 + m,
|
||
|
a2 = m3 - m2,
|
||
|
a3 = -2.0*m3 + 3.0*m2;
|
||
|
|
||
|
return (a0*y1+a1*m0+a2*m1+a3*y2);
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec2 px = vTexCoord.xy * params.OutputSize.zw;
|
||
|
// Normalized pixel coordinates (from 0 to 1)
|
||
|
vec2 fcm1 = vec2(fragCoord.x-4.0, fragCoord.y)/iResolution.xy,
|
||
|
fcm0 = vec2(fragCoord.x-0.0, fragCoord.y)/iResolution.xy,
|
||
|
fcp1 = vec2(fragCoord.x+4.0, fragCoord.y)/iResolution.xy,
|
||
|
fcp2 = vec2(fragCoord.x+8.0, fragCoord.y)/iResolution.xy;
|
||
|
|
||
|
vec3 y0 = texture(Source, fcm1).xyz,
|
||
|
y1 = texture(Source, fcm0).xyz,
|
||
|
y2 = texture(Source, fcp1).xyz,
|
||
|
y3 = texture(Source, fcp2).xyz;
|
||
|
|
||
|
vec3 o = y1;
|
||
|
|
||
|
float l = HERMITE_TENSION, y = HERMITE_BIAS;
|
||
|
|
||
|
vec3 f = vec3(
|
||
|
hermite(y0.x, y1.x, y2.x, y3.x, l, y, y * 50.0),
|
||
|
hermite(y0.y, y1.y, y2.y, y3.y, l, y, y * 50.0),
|
||
|
hermite(y0.z, y1.z, y2.z, y3.z, l, y, y * 50.0)
|
||
|
);
|
||
|
|
||
|
fragColor = mix(vec4(f, 1.0), vec4(y1, 1.0), DECODE_CHROMA_LUMA_SEPARATELY);
|
||
|
}
|