blind commit ntsc

This commit is contained in:
hunterk 2016-07-12 23:38:02 -05:00
parent 0ea5a88200
commit 08433c4564
31 changed files with 738 additions and 1 deletions

View file

@ -179,7 +179,6 @@ void main()
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 FragCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;

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@ -0,0 +1,26 @@
shaders = 4
shader0 = shaders/ntsc-pass1-composite-3phase.slang
shader1 = shaders/ntsc-pass2-3phase.slang
shader2 = shaders/ntsc-gauss-pass.slang
shader3 = shaders/ntsc-stock.slang
filter_linear0 = false
filter_linear1 = false
filter_linear2 = false
filter_linear3 = true
scale_type_x0 = absolute
scale_type_y0 = source
scale_x0 = 1024
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0
scale_type_x2 = source
scale_type_y2 = viewport
scale2 = 1.0

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@ -0,0 +1,26 @@
shaders = 4
shader0 = shaders/ntsc-pass1-svideo-3phase.slang
shader1 = shaders/ntsc-pass2-3phase.slang
shader2 = shaders/ntsc-gauss-pass.slang
shader3 = shaders/ntsc-stock.slang
filter_linear0 = false
filter_linear1 = false
filter_linear2 = false
filter_linear3 = true
scale_type_x0 = absolute
scale_type_y0 = source
scale_x0 = 1024
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0
scale_type_x2 = source
scale_type_y2 = viewport
scale2 = 1.0

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@ -0,0 +1,18 @@
shaders = 2
shader0 = shaders/ntsc-pass1-svideo-3phase.slang
shader1 = shaders/ntsc-pass2-3phase-gamma.slang
filter_linear0 = false
filter_linear1 = false
scale_type_x0 = absolute
scale_type_y0 = source
scale_x0 = 1024
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0

18
ntsc/ntsc-256px.slangp Normal file
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@ -0,0 +1,18 @@
shaders = 2
shader0 = shaders/ntsc-pass1-composite-3phase.slang
shader1 = shaders/ntsc-pass2-3phase-gamma.slang
filter_linear0 = false
filter_linear1 = false
scale_type_x0 = absolute
scale_type_y0 = source
scale_x0 = 1024
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0

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@ -0,0 +1,26 @@
shaders = 4
shader0 = shaders/ntsc-pass1-composite-2phase.slang
shader1 = shaders/ntsc-pass2-2phase.slang
shader2 = shaders/ntsc-gauss-pass.slang
shader3 = shaders/ntsc-stock.slang
filter_linear0 = false
filter_linear1 = false
filter_linear2 = false
filter_linear3 = true
scale_type_x0 = absolute
scale_type_y0 = source
scale_x0 = 1280
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0
scale_type_x2 = source
scale_type_y2 = viewport
scale2 = 1.0

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@ -0,0 +1,26 @@
shaders = 4
shader0 = shaders/ntsc-pass1-svideo-2phase.slang
shader1 = shaders/ntsc-pass2-2phase.slang
shader2 = shaders/ntsc-gauss-pass.slang
shader3 = shaders/ntsc-stock.slang
filter_linear0 = false
filter_linear1 = false
filter_linear2 = false
filter_linear3 = true
scale_type_x0 = absolute
scale_type_y0 = source
scale_x0 = 1280
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0
scale_type_x2 = source
scale_type_y2 = viewport
scale2 = 1.0

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@ -0,0 +1,18 @@
shaders = 2
shader0 = shaders/ntsc-pass1-svideo-2phase.slang
shader1 = shaders/ntsc-pass2-2phase-gamma.slang
filter_linear0 = false
filter_linear1 = false
scale_type_x0 = absolute
scale_type_y0 = source
scale_x0 = 1280
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0

18
ntsc/ntsc-320px.slangp Normal file
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@ -0,0 +1,18 @@
shaders = 2
shader0 = shaders/ntsc-pass1-composite-2phase.slang
shader1 = shaders/ntsc-pass2-2phase-gamma.slang
filter_linear0 = false
filter_linear1 = false
scale_type_x0 = absolute
scale_type_y0 = source
scale_x0 = 1280
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0

25
ntsc/ntsc-svideo.slangp Normal file
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@ -0,0 +1,25 @@
shaders = 4
shader0 = shaders/ntsc-pass1-svideo-3phase.slang
shader1 = shaders/ntsc-pass2-3phase.slang
shader2 = shaders/ntsc-gauss-pass.slang
shader3 = shaders/ntsc-stock.slang
filter_linear0 = false
filter_linear1 = false
filter_linear2 = false
filter_linear3 = true
scale_type0 = source
scale_x0 = 4.0
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0
scale_type_x2 = source
scale_type_y2 = viewport
scale2 = 1.0

25
ntsc/ntsc.slangp Normal file
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@ -0,0 +1,25 @@
shaders = 4
shader0 = shaders/ntsc-pass1-composite-3phase.slang
shader1 = shaders/ntsc-pass2-3phase.slang
shader2 = shaders/ntsc-gauss-pass.slang
shader3 = shaders/ntsc-stock.slang
filter_linear0 = false
filter_linear1 = false
filter_linear2 = false
filter_linear3 = true
scale_type0 = source
scale_x0 = 4.0
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0
scale_type_x2 = source
scale_type_y2 = viewport
scale2 = 1.0

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@ -0,0 +1,70 @@
#define TAPS 32
const float luma_filter[TAPS + 1] = float[TAPS + 1](
-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[TAPS + 1] = float[TAPS + 1](
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);

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@ -0,0 +1,54 @@
#define TAPS 24
const float luma_filter[TAPS + 1] = float[TAPS + 1](
-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[TAPS + 1] = float[TAPS + 1](
-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);

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@ -0,0 +1,58 @@
#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
} global;
#define NTSC_CRT_GAMMA 2.5
#define NTSC_DISPLAY_GAMMA 2.1
#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;
vec2 one = 1.0 / global.SourceSize.xy;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define TEX(off) pow(texture(Source, vTexCoord + vec2(0.0, (off) * vertex.one.y)).rgb, vec3(NTSC_CRT_GAMMA))
void main()
{
vec3 frame0 = TEX(-2.0);
vec3 frame1 = TEX(-1.0);
vec3 frame2 = TEX(0.0);
vec3 frame3 = TEX(1.0);
vec3 frame4 = TEX(2.0);
float offset_dist = fract(vertex.pix_no.y) - 0.5;
float dist0 = 2.0 + offset_dist;
float dist1 = 1.0 + offset_dist;
float dist2 = 0.0 + offset_dist;
float dist3 = -1.0 + offset_dist;
float dist4 = -2.0 + offset_dist;
vec3 scanline = frame0 * exp(-5.0 * dist0 * dist0);
scanline += frame1 * exp(-5.0 * dist1 * dist1);
scanline += frame2 * exp(-5.0 * dist2 * dist2);
scanline += frame3 * exp(-5.0 * dist3 * dist3);
scanline += frame4 * exp(-5.0 * dist4 * dist4);
FragCoord = vec4(pow(1.15 * scanline, vec3(1.0 / NTSC_DISPLAY_GAMMA)), 1.0);
}

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@ -0,0 +1,28 @@
#define PI 3.14159265
#if defined(TWO_PHASE)
#define CHROMA_MOD_FREQ (4.0 * PI / 15.0)
#elif defined(THREE_PHASE)
#define CHROMA_MOD_FREQ (PI / 3.0)
#endif
#if defined(COMPOSITE)
#define SATURATION 1.0
#define BRIGHTNESS 1.0
#define ARTIFACTING 1.0
#define FRINGING 1.0
#elif defined(SVIDEO)
#define SATURATION 1.0
#define BRIGHTNESS 1.0
#define ARTIFACTING 0.0
#define FRINGING 0.0
#endif
#if defined(COMPOSITE) || defined(SVIDEO)
mat3 mix_mat = mat3(
BRIGHTNESS, FRINGING, FRINGING,
ARTIFACTING, 2.0 * SATURATION, 0.0,
ARTIFACTING, 0.0, 2.0 * SATURATION
);
#endif

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@ -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"
}

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@ -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"
}

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@ -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);

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@ -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"
}

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@ -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"
}

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@ -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);
}

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@ -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);
}

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@ -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);
}

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@ -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);
}

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@ -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);
}

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@ -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);
}

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@ -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);
}

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@ -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]);

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@ -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.
}

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@ -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);
}

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@ -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;