mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 07:41:31 +11:00
blind commit ntsc
This commit is contained in:
parent
0ea5a88200
commit
08433c4564
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@ -179,7 +179,6 @@ void main()
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 FragCoord;
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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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26
ntsc/ntsc-256px-gauss-scanline.slangp
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26
ntsc/ntsc-256px-gauss-scanline.slangp
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@ -0,0 +1,26 @@
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shaders = 4
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shader0 = shaders/ntsc-pass1-composite-3phase.slang
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shader1 = shaders/ntsc-pass2-3phase.slang
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shader2 = shaders/ntsc-gauss-pass.slang
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shader3 = shaders/ntsc-stock.slang
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filter_linear0 = false
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filter_linear1 = false
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filter_linear2 = false
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filter_linear3 = true
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scale_type_x0 = absolute
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scale_type_y0 = source
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scale_x0 = 1024
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scale_y0 = 1.0
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frame_count_mod0 = 2
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float_framebuffer0 = true
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scale_type1 = source
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scale_x1 = 0.5
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scale_y1 = 1.0
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scale_type_x2 = source
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scale_type_y2 = viewport
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scale2 = 1.0
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26
ntsc/ntsc-256px-svideo-gauss-scanline.slangp
Normal file
26
ntsc/ntsc-256px-svideo-gauss-scanline.slangp
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@ -0,0 +1,26 @@
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shaders = 4
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shader0 = shaders/ntsc-pass1-svideo-3phase.slang
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shader1 = shaders/ntsc-pass2-3phase.slang
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shader2 = shaders/ntsc-gauss-pass.slang
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shader3 = shaders/ntsc-stock.slang
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filter_linear0 = false
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filter_linear1 = false
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filter_linear2 = false
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filter_linear3 = true
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scale_type_x0 = absolute
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scale_type_y0 = source
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scale_x0 = 1024
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scale_y0 = 1.0
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frame_count_mod0 = 2
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float_framebuffer0 = true
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scale_type1 = source
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scale_x1 = 0.5
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scale_y1 = 1.0
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scale_type_x2 = source
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scale_type_y2 = viewport
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scale2 = 1.0
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18
ntsc/ntsc-256px-svideo.slangp
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18
ntsc/ntsc-256px-svideo.slangp
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@ -0,0 +1,18 @@
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shaders = 2
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shader0 = shaders/ntsc-pass1-svideo-3phase.slang
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shader1 = shaders/ntsc-pass2-3phase-gamma.slang
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filter_linear0 = false
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filter_linear1 = false
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scale_type_x0 = absolute
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scale_type_y0 = source
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scale_x0 = 1024
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scale_y0 = 1.0
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frame_count_mod0 = 2
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float_framebuffer0 = true
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scale_type1 = source
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scale_x1 = 0.5
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scale_y1 = 1.0
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18
ntsc/ntsc-256px.slangp
Normal file
18
ntsc/ntsc-256px.slangp
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@ -0,0 +1,18 @@
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shaders = 2
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shader0 = shaders/ntsc-pass1-composite-3phase.slang
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shader1 = shaders/ntsc-pass2-3phase-gamma.slang
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filter_linear0 = false
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filter_linear1 = false
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scale_type_x0 = absolute
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scale_type_y0 = source
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scale_x0 = 1024
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scale_y0 = 1.0
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frame_count_mod0 = 2
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float_framebuffer0 = true
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scale_type1 = source
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scale_x1 = 0.5
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scale_y1 = 1.0
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26
ntsc/ntsc-320px-gauss-scanline.slangp
Normal file
26
ntsc/ntsc-320px-gauss-scanline.slangp
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@ -0,0 +1,26 @@
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shaders = 4
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shader0 = shaders/ntsc-pass1-composite-2phase.slang
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shader1 = shaders/ntsc-pass2-2phase.slang
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shader2 = shaders/ntsc-gauss-pass.slang
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shader3 = shaders/ntsc-stock.slang
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filter_linear0 = false
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filter_linear1 = false
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filter_linear2 = false
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filter_linear3 = true
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scale_type_x0 = absolute
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scale_type_y0 = source
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scale_x0 = 1280
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scale_y0 = 1.0
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frame_count_mod0 = 2
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float_framebuffer0 = true
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scale_type1 = source
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scale_x1 = 0.5
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scale_y1 = 1.0
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scale_type_x2 = source
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scale_type_y2 = viewport
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scale2 = 1.0
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26
ntsc/ntsc-320px-svideo-gauss-scanline.slangp
Normal file
26
ntsc/ntsc-320px-svideo-gauss-scanline.slangp
Normal file
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@ -0,0 +1,26 @@
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shaders = 4
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shader0 = shaders/ntsc-pass1-svideo-2phase.slang
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shader1 = shaders/ntsc-pass2-2phase.slang
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shader2 = shaders/ntsc-gauss-pass.slang
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shader3 = shaders/ntsc-stock.slang
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filter_linear0 = false
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filter_linear1 = false
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filter_linear2 = false
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filter_linear3 = true
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scale_type_x0 = absolute
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scale_type_y0 = source
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scale_x0 = 1280
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scale_y0 = 1.0
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frame_count_mod0 = 2
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float_framebuffer0 = true
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scale_type1 = source
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scale_x1 = 0.5
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scale_y1 = 1.0
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scale_type_x2 = source
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scale_type_y2 = viewport
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scale2 = 1.0
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18
ntsc/ntsc-320px-svideo.slangp
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18
ntsc/ntsc-320px-svideo.slangp
Normal file
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@ -0,0 +1,18 @@
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shaders = 2
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shader0 = shaders/ntsc-pass1-svideo-2phase.slang
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shader1 = shaders/ntsc-pass2-2phase-gamma.slang
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filter_linear0 = false
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filter_linear1 = false
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scale_type_x0 = absolute
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scale_type_y0 = source
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scale_x0 = 1280
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scale_y0 = 1.0
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frame_count_mod0 = 2
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float_framebuffer0 = true
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scale_type1 = source
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scale_x1 = 0.5
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scale_y1 = 1.0
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18
ntsc/ntsc-320px.slangp
Normal file
18
ntsc/ntsc-320px.slangp
Normal file
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@ -0,0 +1,18 @@
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shaders = 2
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shader0 = shaders/ntsc-pass1-composite-2phase.slang
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shader1 = shaders/ntsc-pass2-2phase-gamma.slang
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filter_linear0 = false
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filter_linear1 = false
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scale_type_x0 = absolute
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scale_type_y0 = source
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scale_x0 = 1280
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scale_y0 = 1.0
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frame_count_mod0 = 2
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float_framebuffer0 = true
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scale_type1 = source
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scale_x1 = 0.5
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scale_y1 = 1.0
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25
ntsc/ntsc-svideo.slangp
Normal file
25
ntsc/ntsc-svideo.slangp
Normal file
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@ -0,0 +1,25 @@
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shaders = 4
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shader0 = shaders/ntsc-pass1-svideo-3phase.slang
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shader1 = shaders/ntsc-pass2-3phase.slang
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shader2 = shaders/ntsc-gauss-pass.slang
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shader3 = shaders/ntsc-stock.slang
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filter_linear0 = false
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filter_linear1 = false
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filter_linear2 = false
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filter_linear3 = true
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scale_type0 = source
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scale_x0 = 4.0
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scale_y0 = 1.0
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frame_count_mod0 = 2
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float_framebuffer0 = true
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scale_type1 = source
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scale_x1 = 0.5
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scale_y1 = 1.0
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scale_type_x2 = source
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scale_type_y2 = viewport
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scale2 = 1.0
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25
ntsc/ntsc.slangp
Normal file
25
ntsc/ntsc.slangp
Normal file
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@ -0,0 +1,25 @@
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shaders = 4
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shader0 = shaders/ntsc-pass1-composite-3phase.slang
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shader1 = shaders/ntsc-pass2-3phase.slang
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shader2 = shaders/ntsc-gauss-pass.slang
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shader3 = shaders/ntsc-stock.slang
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filter_linear0 = false
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filter_linear1 = false
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filter_linear2 = false
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filter_linear3 = true
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scale_type0 = source
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scale_x0 = 4.0
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scale_y0 = 1.0
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frame_count_mod0 = 2
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float_framebuffer0 = true
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scale_type1 = source
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scale_x1 = 0.5
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scale_y1 = 1.0
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scale_type_x2 = source
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scale_type_y2 = viewport
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scale2 = 1.0
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70
ntsc/shaders/ntsc-decode-filter-2phase.inc
Normal file
70
ntsc/shaders/ntsc-decode-filter-2phase.inc
Normal file
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@ -0,0 +1,70 @@
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#define TAPS 32
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const float luma_filter[TAPS + 1] = float[TAPS + 1](
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-0.000174844,
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-0.000205844,
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-0.000149453,
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-0.000051693,
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0.000000000,
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-0.000066171,
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-0.000245058,
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-0.000432928,
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-0.000472644,
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-0.000252236,
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0.000198929,
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0.000687058,
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0.000944112,
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0.000803467,
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0.000363199,
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0.000013422,
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0.000253402,
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0.001339461,
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0.002932972,
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0.003983485,
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0.003026683,
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-0.001102056,
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-0.008373026,
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-0.016897700,
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-0.022914480,
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-0.021642347,
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-0.008863273,
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0.017271957,
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0.054921920,
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0.098342579,
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0.139044281,
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0.168055832,
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0.178571429);
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const float chroma_filter[TAPS + 1] = float[TAPS + 1](
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0.001384762,
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0.001678312,
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0.002021715,
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0.002420562,
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0.002880460,
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0.003406879,
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0.004004985,
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0.004679445,
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0.005434218,
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0.006272332,
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0.007195654,
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0.008204665,
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0.009298238,
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0.010473450,
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0.011725413,
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0.013047155,
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0.014429548,
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0.015861306,
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0.017329037,
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0.018817382,
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0.020309220,
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0.021785952,
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0.023227857,
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0.024614500,
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0.025925203,
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0.027139546,
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0.028237893,
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0.029201910,
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0.030015081,
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0.030663170,
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0.031134640,
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0.031420995,
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0.031517031);
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54
ntsc/shaders/ntsc-decode-filter-3phase.inc
Normal file
54
ntsc/shaders/ntsc-decode-filter-3phase.inc
Normal file
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@ -0,0 +1,54 @@
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#define TAPS 24
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const float luma_filter[TAPS + 1] = float[TAPS + 1](
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-0.000012020,
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-0.000022146,
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-0.000013155,
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-0.000012020,
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-0.000049979,
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-0.000113940,
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-0.000122150,
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-0.000005612,
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0.000170516,
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0.000237199,
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0.000169640,
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0.000285688,
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0.000984574,
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0.002018683,
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0.002002275,
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-0.000909882,
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-0.007049081,
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-0.013222860,
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-0.012606931,
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0.002460860,
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0.035868225,
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0.084016453,
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0.135563500,
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0.175261268,
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0.190176552);
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const float chroma_filter[TAPS + 1] = float[TAPS + 1](
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-0.000118847,
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-0.000271306,
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-0.000502642,
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-0.000930833,
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-0.001451013,
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-0.002064744,
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-0.002700432,
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-0.003241276,
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-0.003524948,
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-0.003350284,
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-0.002491729,
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-0.000721149,
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0.002164659,
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0.006313635,
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0.011789103,
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0.018545660,
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0.026414396,
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0.035100710,
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0.044196567,
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0.053207202,
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0.061590275,
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0.068803602,
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0.074356193,
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0.077856564,
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0.079052396);
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58
ntsc/shaders/ntsc-gauss-pass.slang
Normal file
58
ntsc/shaders/ntsc-gauss-pass.slang
Normal file
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@ -0,0 +1,58 @@
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#version 450
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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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uint FrameCount;
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} global;
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#define NTSC_CRT_GAMMA 2.5
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#define NTSC_DISPLAY_GAMMA 2.1
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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;
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vec2 pix_no = TexCoord * global.SourceSize.xy;
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vec2 one = 1.0 / global.SourceSize.xy;
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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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#define TEX(off) pow(texture(Source, vTexCoord + vec2(0.0, (off) * vertex.one.y)).rgb, vec3(NTSC_CRT_GAMMA))
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void main()
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{
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vec3 frame0 = TEX(-2.0);
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vec3 frame1 = TEX(-1.0);
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vec3 frame2 = TEX(0.0);
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vec3 frame3 = TEX(1.0);
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vec3 frame4 = TEX(2.0);
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float offset_dist = fract(vertex.pix_no.y) - 0.5;
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float dist0 = 2.0 + offset_dist;
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float dist1 = 1.0 + offset_dist;
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float dist2 = 0.0 + offset_dist;
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float dist3 = -1.0 + offset_dist;
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float dist4 = -2.0 + offset_dist;
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vec3 scanline = frame0 * exp(-5.0 * dist0 * dist0);
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scanline += frame1 * exp(-5.0 * dist1 * dist1);
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scanline += frame2 * exp(-5.0 * dist2 * dist2);
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scanline += frame3 * exp(-5.0 * dist3 * dist3);
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scanline += frame4 * exp(-5.0 * dist4 * dist4);
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FragCoord = vec4(pow(1.15 * scanline, vec3(1.0 / NTSC_DISPLAY_GAMMA)), 1.0);
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}
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28
ntsc/shaders/ntsc-param.inc
Normal file
28
ntsc/shaders/ntsc-param.inc
Normal file
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#define PI 3.14159265
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#if defined(TWO_PHASE)
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#define CHROMA_MOD_FREQ (4.0 * PI / 15.0)
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#elif defined(THREE_PHASE)
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#define CHROMA_MOD_FREQ (PI / 3.0)
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#endif
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#if defined(COMPOSITE)
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#define SATURATION 1.0
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#define BRIGHTNESS 1.0
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#define ARTIFACTING 1.0
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#define FRINGING 1.0
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#elif defined(SVIDEO)
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#define SATURATION 1.0
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#define BRIGHTNESS 1.0
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#define ARTIFACTING 0.0
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#define FRINGING 0.0
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#endif
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#if defined(COMPOSITE) || defined(SVIDEO)
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mat3 mix_mat = mat3(
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BRIGHTNESS, FRINGING, FRINGING,
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ARTIFACTING, 2.0 * SATURATION, 0.0,
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ARTIFACTING, 0.0, 2.0 * SATURATION
|
||||
);
|
||||
#endif
|
||||
|
15
ntsc/shaders/ntsc-pass1-composite-2phase.slang
Normal file
15
ntsc/shaders/ntsc-pass1-composite-2phase.slang
Normal file
|
@ -0,0 +1,15 @@
|
|||
#include "ntsc-pass1-vertex.inc"
|
||||
#define TWO_PHASE
|
||||
#define COMPOSITE
|
||||
#include "ntsc-param.inc"
|
||||
#include "ntsc-rgbyuv.inc"
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
#include "ntsc-pass1-encode-demodulate.inc"
|
||||
}
|
15
ntsc/shaders/ntsc-pass1-composite-3phase.slang
Normal file
15
ntsc/shaders/ntsc-pass1-composite-3phase.slang
Normal file
|
@ -0,0 +1,15 @@
|
|||
#include "ntsc-pass1-vertex.inc"
|
||||
#define THREE_PHASE
|
||||
#define COMPOSITE
|
||||
#include "ntsc-param.inc"
|
||||
#include "ntsc-rgbyuv.inc"
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
#include "ntsc-pass1-encode-demodulate.inc"
|
||||
}
|
19
ntsc/shaders/ntsc-pass1-encode-demodulate.inc
Normal file
19
ntsc/shaders/ntsc-pass1-encode-demodulate.inc
Normal file
|
@ -0,0 +1,19 @@
|
|||
vec3 col = texture(Source, vTexCoord).rgb;
|
||||
vec3 yiq = rgb2yiq(col);
|
||||
|
||||
#if defined(TWO_PHASE)
|
||||
float chroma_phase = PI * (mod(vertex.pix_no.y, 2.0) + global.FrameCount);
|
||||
#elif defined(THREE_PHASE)
|
||||
float chroma_phase = 0.6667 * PI * (mod(pix_no.y, 3.0) + global.FrameCount);
|
||||
#endif
|
||||
|
||||
float mod_phase = chroma_phase + pix_no.x * CHROMA_MOD_FREQ;
|
||||
|
||||
float i_mod = cos(mod_phase);
|
||||
float q_mod = sin(mod_phase);
|
||||
|
||||
yiq.yz *= vec2(i_mod, q_mod); // Modulate.
|
||||
yiq *= mix_mat; // Cross-talk.
|
||||
yiq.yz *= vec2(i_mod, q_mod); // Demodulate.
|
||||
FragCoord = vec4(yiq, 1.0);
|
||||
|
15
ntsc/shaders/ntsc-pass1-svideo-2phase.slang
Normal file
15
ntsc/shaders/ntsc-pass1-svideo-2phase.slang
Normal file
|
@ -0,0 +1,15 @@
|
|||
#include "ntsc-pass1-vertex.inc"
|
||||
#define TWO_PHASE
|
||||
#define SVIDEO
|
||||
#include "ntsc-param.inc"
|
||||
#include "ntsc-rgbyuv.inc"
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
#include "ntsc-pass1-encode-demodulate.inc"
|
||||
}
|
15
ntsc/shaders/ntsc-pass1-svideo-3phase.slang
Normal file
15
ntsc/shaders/ntsc-pass1-svideo-3phase.slang
Normal file
|
@ -0,0 +1,15 @@
|
|||
#include "ntsc-pass1-vertex.inc"
|
||||
#define THREE_PHASE
|
||||
#define SVIDEO
|
||||
#include "ntsc-param.inc"
|
||||
#include "ntsc-rgbyuv.inc"
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
#include "ntsc-pass1-encode-demodulate.inc"
|
||||
}
|
21
ntsc/shaders/ntsc-pass1-vertex.inc
Normal file
21
ntsc/shaders/ntsc-pass1-vertex.inc
Normal file
|
@ -0,0 +1,21 @@
|
|||
#version 450
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
} 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;
|
||||
vec2 pix_no = TexCoord * global.SourceSize.xy * (global.OutputSize / global.SourceSize.zw);
|
||||
}
|
21
ntsc/shaders/ntsc-pass2-2phase-gamma.slang
Normal file
21
ntsc/shaders/ntsc-pass2-2phase-gamma.slang
Normal file
|
@ -0,0 +1,21 @@
|
|||
#include "ntsc-pass2-vertex.inc"
|
||||
#include "ntsc-decode-filter-2phase.inc"
|
||||
#include "ntsc-rgbyuv.inc"
|
||||
|
||||
#define fetch_offset(offset, one_x) \
|
||||
texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz
|
||||
|
||||
#define NTSC_CRT_GAMMA 2.5
|
||||
#define NTSC_MONITOR_GAMMA 2.0
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
#include "ntsc-pass2-decode.inc"
|
||||
vec3 rgb = yiq2rgb(signal);
|
||||
return vec4(pow(rgb, NTSC_CRT_GAMMA / NTSC_MONITOR_GAMMA), 1.0);
|
||||
}
|
20
ntsc/shaders/ntsc-pass2-2phase-linear.slang
Normal file
20
ntsc/shaders/ntsc-pass2-2phase-linear.slang
Normal file
|
@ -0,0 +1,20 @@
|
|||
#include "ntsc-pass2-vertex.inc"
|
||||
#include "ntsc-decode-filter-2phase.inc"
|
||||
#include "ntsc-rgbyuv.inc"
|
||||
|
||||
#define fetch_offset(offset, one_x) \
|
||||
texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz
|
||||
|
||||
#define NTSC_CRT_GAMMA 2.4
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
#include "ntsc-pass2-decode.inc"
|
||||
vec3 rgb = yiq2rgb(signal);
|
||||
return vec4(pow(rgb, NTSC_CRT_GAMMA), 1.0);
|
||||
}
|
18
ntsc/shaders/ntsc-pass2-2phase.slang
Normal file
18
ntsc/shaders/ntsc-pass2-2phase.slang
Normal file
|
@ -0,0 +1,18 @@
|
|||
#include "ntsc-pass2-vertex.inc"
|
||||
#include "ntsc-decode-filter-2phase.inc"
|
||||
#include "ntsc-rgbyuv.inc"
|
||||
|
||||
#define fetch_offset(offset, one_x) \
|
||||
texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
#include "ntsc-pass2-decode.inc"
|
||||
vec3 rgb = yiq2rgb(signal);
|
||||
return vec4(rgb, 1.0);
|
||||
}
|
21
ntsc/shaders/ntsc-pass2-3phase-gamma.slang
Normal file
21
ntsc/shaders/ntsc-pass2-3phase-gamma.slang
Normal file
|
@ -0,0 +1,21 @@
|
|||
#include "ntsc-pass2-vertex.inc"
|
||||
#include "ntsc-decode-filter-3phase.inc"
|
||||
#include "ntsc-rgbyuv.inc"
|
||||
|
||||
#define fetch_offset(offset, one_x) \
|
||||
texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz
|
||||
|
||||
#define NTSC_CRT_GAMMA 2.5
|
||||
#define NTSC_MONITOR_GAMMA 2.0
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
#include "ntsc-pass2-decode.inc"
|
||||
vec3 rgb = yiq2rgb(signal);
|
||||
return vec4(pow(rgb, NTSC_CRT_GAMMA / NTSC_MONITOR_GAMMA), 1.0);
|
||||
}
|
20
ntsc/shaders/ntsc-pass2-3phase-linear.slang
Normal file
20
ntsc/shaders/ntsc-pass2-3phase-linear.slang
Normal file
|
@ -0,0 +1,20 @@
|
|||
#include "ntsc-pass2-vertex.inc"
|
||||
#include "ntsc-decode-filter-3phase.inc"
|
||||
#include "ntsc-rgbyuv.inc"
|
||||
|
||||
#define fetch_offset(offset, one_x) \
|
||||
texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz
|
||||
|
||||
#define NTSC_CRT_GAMMA 2.4
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
#include "ntsc-pass2-decode.inc"
|
||||
vec3 rgb = yiq2rgb(signal);
|
||||
return vec4(pow(rgb, NTSC_CRT_GAMMA), 1.0);
|
||||
}
|
18
ntsc/shaders/ntsc-pass2-3phase.slang
Normal file
18
ntsc/shaders/ntsc-pass2-3phase.slang
Normal file
|
@ -0,0 +1,18 @@
|
|||
#include "ntsc-pass2-vertex.inc"
|
||||
#include "ntsc-decode-filter-3phase.inc"
|
||||
#include "ntsc-rgbyuv.inc"
|
||||
|
||||
#define fetch_offset(offset, one_x) \
|
||||
texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
#include "ntsc-pass2-decode.inc"
|
||||
vec3 rgb = yiq2rgb(signal);
|
||||
return vec4(rgb, 1.0);
|
||||
}
|
13
ntsc/shaders/ntsc-pass2-decode.inc
Normal file
13
ntsc/shaders/ntsc-pass2-decode.inc
Normal file
|
@ -0,0 +1,13 @@
|
|||
float one_x = 1.0 / global.SourceSize.x;
|
||||
vec3 signal = vec3(0.0);
|
||||
for (int i = 0; i < TAPS; i++)
|
||||
{
|
||||
float offset = float(i);
|
||||
|
||||
vec3 sums = fetch_offset(offset - float(TAPS), one_x) +
|
||||
fetch_offset(float(TAPS) - offset, one_x);
|
||||
|
||||
signal += sums * vec3(luma_filter[i], chroma_filter[i], chroma_filter[i]);
|
||||
}
|
||||
signal += texture(Source, vTexCoord).xyz *
|
||||
vec3(luma_filter[TAPS], chroma_filter[TAPS], chroma_filter[TAPS]);
|
20
ntsc/shaders/ntsc-pass2-vertex.inc
Normal file
20
ntsc/shaders/ntsc-pass2-vertex.inc
Normal file
|
@ -0,0 +1,20 @@
|
|||
#version 450
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
} 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 - vec2(0.5 / global.SourceSize.x, 0.0); // Compensate for decimate-by-2.
|
||||
}
|
21
ntsc/shaders/ntsc-rgbyuv.inc
Normal file
21
ntsc/shaders/ntsc-rgbyuv.inc
Normal file
|
@ -0,0 +1,21 @@
|
|||
mat3 yiq2rgb_mat = mat3(
|
||||
1.0, 1.0, 1.0,
|
||||
0.956, -0.2720, -1.1060,
|
||||
0.6210, -0.6474, 1.7046
|
||||
);
|
||||
|
||||
vec3 yiq2rgb(vec3 yiq)
|
||||
{
|
||||
return (yiq * yiq2rgb_mat);
|
||||
}
|
||||
|
||||
mat3 yiq_mat = mat3(
|
||||
0.2989, 0.5959, 0.2115,
|
||||
0.5870, -0.2744, -0.5229,
|
||||
0.1140, -0.3216, 0.3114
|
||||
);
|
||||
|
||||
vec3 rgb2yiq(vec3 col)
|
||||
{
|
||||
return (col * yiq_mat);
|
||||
}
|
30
ntsc/shaders/ntsc-stock.slang
Normal file
30
ntsc/shaders/ntsc-stock.slang
Normal file
|
@ -0,0 +1,30 @@
|
|||
#version 450
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
uint FrameCount;
|
||||
} 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;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragCoord = texture(Source, vTexCoord).rgba;
|
Loading…
Reference in a new issue