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https://github.com/italicsjenga/slang-shaders.git
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Merge pull request #175 from Tatsuya79/ntsc-tate
crt-geom: add vertical mode, ntsc-adaptive-tate, smart-morph updates
This commit is contained in:
commit
4b9d005bc2
17
crt/crt-geom-tate.slangp
Normal file
17
crt/crt-geom-tate.slangp
Normal file
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@ -0,0 +1,17 @@
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shaders = 1
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shader0 = shaders/crt-geom.slang
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filter_linear0 = false
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CRTgamma = "2.2"
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CURVATURE = "1.0"
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d = "1.5"
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R = "1.8"
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y_tilt = "-0.15"
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cornersize = "0.0155"
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invert_aspect = "0.0"
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DOTMASK = "0.0"
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scanline_weight = "0.3"
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lum = "0.07"
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vertical_scanlines = "1.0"
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interlace_detect = "0.0"
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@ -17,32 +17,37 @@ layout(push_constant) uniform Push
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float SHARPER;
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float scanline_weight;
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float CURVATURE;
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float interlace_detect;
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float interlace_detect;
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float lum;
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float xsize, ysize;
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float invert_aspect;
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float vertical_scanlines;
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float xsize;
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float ysize;
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} registers;
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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 SourceSize;
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vec4 SourceSize;
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} global;
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#pragma parameter CRTgamma "CRTGeom Target Gamma" 2.4 0.1 5.0 0.1
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#pragma parameter monitorgamma "CRTGeom Monitor Gamma" 2.2 0.1 5.0 0.1
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#pragma parameter d "CRTGeom Distance" 1.5 0.1 3.0 0.1
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#pragma parameter CURVATURE "CRTGeom Curvature Toggle" 1.0 0.0 1.0 1.0
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#pragma parameter invert_aspect "CRTGeom Curvature Aspect Inversion" 0.0 0.0 1.0 1.0
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#pragma parameter R "CRTGeom Curvature Radius" 2.0 0.1 10.0 0.1
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#pragma parameter cornersize "CRTGeom Corner Size" 0.03 0.001 1.0 0.005
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#pragma parameter cornersmooth "CRTGeom Corner Smoothness" 1000.0 80.0 2000.0 100.0
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#pragma parameter x_tilt "CRTGeom Horizontal Tilt" 0.0 -0.5 0.5 0.05
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#pragma parameter y_tilt "CRTGeom Vertical Tilt" 0.0 -0.5 0.5 0.05
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#pragma parameter overscan_x "CRTGeom Horiz. Overscan %" 100.0 -125.0 125.0 1.0
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#pragma parameter overscan_y "CRTGeom Vert. Overscan %" 100.0 -125.0 125.0 1.0
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#pragma parameter overscan_x "CRTGeom Horiz. Overscan %" 100.0 -125.0 125.0 0.5
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#pragma parameter overscan_y "CRTGeom Vert. Overscan %" 100.0 -125.0 125.0 0.5
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#pragma parameter DOTMASK "CRTGeom Dot Mask Strength" 0.3 0.0 1.0 0.05
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#pragma parameter SHARPER "CRTGeom Sharpness" 1.0 1.0 3.0 1.0
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#pragma parameter scanline_weight "CRTGeom Scanline Weight" 0.3 0.1 0.5 0.05
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#pragma parameter vertical_scanlines "CRTGeom Vertical Scanlines" 0.0 0.0 1.0 1.0
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#pragma parameter lum "CRTGeom Luminance" 0.0 0.0 1.0 0.01
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#pragma parameter interlace_detect "CRTGeom Interlacing Simulation" 1.0 0.0 1.0 1.0
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@ -96,7 +101,7 @@ vec4 SourceSize = vec4(width.x, height.x, width.y, height.y);
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#endif
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// aspect ratio
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vec2 aspect = vec2(1.0, 0.75);
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vec2 aspect = vec2(registers.invert_aspect > 0.5 ? (0.75, 1.0) : (1.0, 0.75));
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vec2 overscan = vec2(1.01, 1.01);
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#pragma stage vertex
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@ -172,15 +177,29 @@ void main()
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sinangle = sin(vec2(registers.x_tilt, registers.y_tilt));
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cosangle = cos(vec2(registers.x_tilt, registers.y_tilt));
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stretch = maxscale();
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TextureSize = vec2(registers.SHARPER * SourceSize.x, SourceSize.y);
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ilfac = vec2(1.0, clamp(floor(SourceSize.y/200.0), 1.0, 2.0));
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if(registers.vertical_scanlines < 0.5)
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{
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TextureSize = vec2(registers.SHARPER * SourceSize.x, SourceSize.y);
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ilfac = vec2(1.0, clamp(floor(SourceSize.y/(registers.interlace_detect > 0.5 ? 200.0 : 1000)), 1.0, 2.0));
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// The size of one texel, in texture-coordinates.
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one = ilfac / TextureSize;
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// The size of one texel, in texture-coordinates.
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one = ilfac / TextureSize;
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// Resulting X pixel-coordinate of the pixel we're drawing.
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mod_factor = vTexCoord.x * SourceSize.x * global.OutputSize.x / SourceSize.x;
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// Resulting X pixel-coordinate of the pixel we're drawing.
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mod_factor = vTexCoord.x * SourceSize.x * global.OutputSize.x / SourceSize.x;
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}else{
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TextureSize = vec2(SourceSize.x, registers.SHARPER * SourceSize.y);
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ilfac = vec2(clamp(floor(SourceSize.x/(registers.interlace_detect > 0.5 ? 200.0 : 1000)), 1.0, 2.0), 1.0);
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// The size of one texel, in texture-coordinates.
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one = ilfac / TextureSize;
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// Resulting X pixel-coordinate of the pixel we're drawing.
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mod_factor = vTexCoord.y * SourceSize.y * global.OutputSize.y / SourceSize.y;
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}
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}
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#pragma stage fragment
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@ -198,9 +217,17 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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float intersect(vec2 xy)
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{
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float A = dot(xy,xy) + registers.d*registers.d;
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float B = 2.0*(registers.R*(dot(xy,sinangle) - registers.d*cosangle.x*cosangle.y) - registers.d*registers.d);
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float C = registers.d*registers.d + 2.0*registers.R*registers.d*cosangle.x*cosangle.y;
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float B, C;
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if(registers.vertical_scanlines < 0.5)
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{
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B = 2.0*(registers.R*(dot(xy,sinangle) - registers.d*cosangle.x*cosangle.y) - registers.d*registers.d);
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C = registers.d*registers.d + 2.0*registers.R*registers.d*cosangle.x*cosangle.y;
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}else{
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B = 2.0*(registers.R*(dot(xy,sinangle) - registers.d*cosangle.y*cosangle.x) - registers.d*registers.d);
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C = registers.d*registers.d + 2.0*registers.R*registers.d*cosangle.y*cosangle.x;
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}
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return (-B-sqrt(B*B - 4.0*A*C))/(2.0*A);
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}
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@ -227,22 +254,40 @@ vec2 fwtrans(vec2 uv)
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float r = FIX(sqrt(dot(uv, uv)));
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uv *= sin(r/registers.R)/r;
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float x = 1.0 - cos(r/registers.R);
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float D = registers.d/registers.R + x*cosangle.x*cosangle.y + dot(uv,sinangle);
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float D;
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if(registers.vertical_scanlines < 0.5)
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D = registers.d/registers.R + x*cosangle.x*cosangle.y + dot(uv,sinangle);
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else
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D = registers.d/registers.R + x*cosangle.y*cosangle.x + dot(uv,sinangle);
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return registers.d*(uv*cosangle - x*sinangle)/D;
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}
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vec3 maxscale()
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{
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vec2 c = bkwtrans(-registers.R * sinangle / (1.0 + registers.R/registers.d*cosangle.x*cosangle.y));
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vec2 a = vec2(0.5, 0.5)*aspect;
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if(registers.vertical_scanlines < 0.5)
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{
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vec2 c = bkwtrans(-registers.R * sinangle / (1.0 + registers.R/registers.d*cosangle.x*cosangle.y));
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vec2 a = vec2(0.5, 0.5)*aspect;
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vec2 lo = vec2(fwtrans(vec2(-a.x, c.y)).x,
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fwtrans(vec2( c.x, -a.y)).y)/aspect;
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vec2 hi = vec2(fwtrans(vec2(+a.x, c.y)).x,
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fwtrans(vec2( c.x, +a.y)).y)/aspect;
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vec2 lo = vec2(fwtrans(vec2(-a.x, c.y)).x,
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fwtrans(vec2( c.x, -a.y)).y)/aspect;
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vec2 hi = vec2(fwtrans(vec2(+a.x, c.y)).x,
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fwtrans(vec2( c.x, +a.y)).y)/aspect;
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return vec3((hi+lo)*aspect*0.5,max(hi.x-lo.x, hi.y-lo.y));
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return vec3((hi+lo)*aspect*0.5,max(hi.x-lo.x, hi.y-lo.y));
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}else{
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vec2 c = bkwtrans(-registers.R * sinangle / (1.0 + registers.R/registers.d*cosangle.y*cosangle.x));
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vec2 a = vec2(0.5, 0.5)*aspect;
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vec2 lo = vec2(fwtrans(vec2(-a.y, c.x)).y,
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fwtrans(vec2( c.y, -a.x)).x)/aspect;
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vec2 hi = vec2(fwtrans(vec2(+a.y, c.x)).y,
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fwtrans(vec2( c.y, +a.x)).x)/aspect;
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return vec3((hi+lo)*aspect*0.5,max(hi.y-lo.y, hi.x-lo.x));
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}
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}
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// Calculate the influence of a scanline on the current pixel.
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@ -263,17 +308,19 @@ vec4 scanlineWeights(float distance, vec4 color)
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// independent of its width. That is, for a narrower beam
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// "weights" should have a higher peak at the center of the
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// scanline than for a wider beam.
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#ifdef USEGAUSSIAN
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vec4 wid = 0.3 + 0.1 * pow(color, vec4(3.0));
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vec4 weights = vec4(distance / wid);
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return (registers.lum + 0.4) * exp(-weights * weights) / wid;
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#else
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vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0));
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vec4 weights = vec4(distance / registers.scanline_weight);
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return (registers.lum + 1.4) * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
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#endif
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#ifdef USEGAUSSIAN
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vec4 wid = 0.3 + 0.1 * pow(color, vec4(3.0));
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vec4 weights = vec4(distance / wid);
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return (registers.lum + 0.4) * exp(-weights * weights) / wid;
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#else
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vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0));
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vec4 weights = vec4(distance / registers.scanline_weight);
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return (registers.lum + 1.4) * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
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#endif
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}
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vec2 transform(vec2 coord)
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{
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coord = (coord - vec2(0.5, 0.5))*aspect*stretch.z + stretch.xy;
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@ -281,7 +328,7 @@ vec2 transform(vec2 coord)
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return (bkwtrans(coord) /
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vec2(registers.overscan_x / 100.0, registers.overscan_y / 100.0)/aspect + vec2(0.5, 0.5));
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}
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float corner(vec2 coord)
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{
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coord = (coord - vec2(0.5)) * vec2(registers.overscan_x / 100.0, registers.overscan_y / 100.0) + vec2(0.5, 0.5);
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@ -290,9 +337,12 @@ float corner(vec2 coord)
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coord = (cdist - min(coord, cdist));
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float dist = sqrt(dot(coord, coord));
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return clamp((cdist.x - dist)*registers.cornersmooth, 0.0, 1.0);
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if(registers.vertical_scanlines < 0.5)
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return clamp((cdist.x - dist)*registers.cornersmooth, 0.0, 1.0);
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else
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return clamp((cdist.y - dist)*registers.cornersmooth, 0.0, 1.0);
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}
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void main()
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{
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// Here's a helpful diagram to keep in mind while trying to
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@ -319,16 +369,19 @@ void main()
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// Texture coordinates of the texel containing the active pixel.
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vec2 xy;
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if (registers.CURVATURE > 0.5)
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xy = transform(vTexCoord);
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xy = transform(vTexCoord);
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else
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xy = vTexCoord;
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xy = vTexCoord;
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float cval = corner(xy);
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// Of all the pixels that are mapped onto the texel we are
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// currently rendering, which pixel are we currently rendering?
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vec2 ilvec = vec2(0.0, ilfac.y * registers.interlace_detect > 1.5 ? mod(float(registers.FrameCount), 2.0) : 0.0);
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vec2 ilvec;
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if(registers.vertical_scanlines < 0.5)
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ilvec = vec2(0.0, ilfac.y * registers.interlace_detect > 1.5 ? mod(float(registers.FrameCount), 2.0) : 0.0);
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else
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ilvec = vec2(ilfac.x * registers.interlace_detect > 1.5 ? mod(float(registers.FrameCount), 2.0) : 0.0, 0.0);
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vec2 ratio_scale = (xy * TextureSize - vec2(0.5, 0.5) + ilvec) / ilfac;
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vec2 uv_ratio = fract(ratio_scale);
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@ -339,7 +392,11 @@ void main()
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// Calculate Lanczos scaling coefficients describing the effect
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// of various neighbour texels in a scanline on the current
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// pixel.
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vec4 coeffs = PI * vec4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x);
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vec4 coeffs;
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if(registers.vertical_scanlines < 0.5)
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coeffs = PI * vec4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x);
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else
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coeffs = PI * vec4(1.0 + uv_ratio.y, uv_ratio.y, 1.0 - uv_ratio.y, 2.0 - uv_ratio.y);
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// Prevent division by zero.
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coeffs = FIX(coeffs);
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@ -353,24 +410,47 @@ void main()
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// Calculate the effective colour of the current and next
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// scanlines at the horizontal location of the current pixel,
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// using the Lanczos coefficients above.
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vec4 col = clamp(
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mat4(
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TEX2D(xy + vec2(-one.x, 0.0)),
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TEX2D(xy),
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TEX2D(xy + vec2(one.x, 0.0)),
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TEX2D(xy + vec2(2.0 * one.x, 0.0))
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) * coeffs,
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0.0, 1.0
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);
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vec4 col2 = clamp(
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mat4(
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TEX2D(xy + vec2(-one.x, one.y)),
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TEX2D(xy + vec2(0.0, one.y)),
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TEX2D(xy + one),
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TEX2D(xy + vec2(2.0 * one.x, one.y))
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) * coeffs,
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0.0, 1.0
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);
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vec4 col, col2;
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if(registers.vertical_scanlines < 0.5)
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{
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col = clamp(
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mat4(
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TEX2D(xy + vec2(-one.x, 0.0)),
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TEX2D(xy),
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TEX2D(xy + vec2(one.x, 0.0)),
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TEX2D(xy + vec2(2.0 * one.x, 0.0))
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) * coeffs,
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0.0, 1.0
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);
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col2 = clamp(
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mat4(
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TEX2D(xy + vec2(-one.x, one.y)),
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TEX2D(xy + vec2(0.0, one.y)),
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TEX2D(xy + one),
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TEX2D(xy + vec2(2.0 * one.x, one.y))
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) * coeffs,
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0.0, 1.0
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);
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}else{
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col = clamp(
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mat4(
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TEX2D(xy + vec2(0.0, -one.y)),
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TEX2D(xy),
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TEX2D(xy + vec2(0.0, one.y)),
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TEX2D(xy + vec2(0.0, 2.0 * one.y))
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) * coeffs,
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0.0, 1.0
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);
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col2 = clamp(
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mat4(
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TEX2D(xy + vec2(one.x, -one.y)),
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TEX2D(xy + vec2(one.x, 0.0)),
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TEX2D(xy + one),
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TEX2D(xy + vec2(one.x, 2.0 * one.y))
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) * coeffs,
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0.0, 1.0
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);
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}
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#ifndef LINEAR_PROCESSING
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col = pow(col , vec4(registers.CRTgamma));
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|
@ -379,18 +459,35 @@ void main()
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// Calculate the influence of the current and next scanlines on
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// the current pixel.
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vec4 weights = scanlineWeights(uv_ratio.y, col);
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vec4 weights2 = scanlineWeights(1.0 - uv_ratio.y, col2);
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vec4 weights, weights2;
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if(registers.vertical_scanlines < 0.5)
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{
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weights = scanlineWeights(uv_ratio.y, col);
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weights2 = scanlineWeights(1.0 - uv_ratio.y, col2);
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#ifdef OVERSAMPLE
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float filter_ = fwidth(ratio_scale.y);
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uv_ratio.y = uv_ratio.y + 1.0/3.0*filter_;
|
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weights = (weights + scanlineWeights(uv_ratio.y, col))/3.0;
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weights2 = (weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2))/3.0;
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uv_ratio.y = uv_ratio.y - 2.0/3.0*filter_;
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weights = weights + scanlineWeights(abs(uv_ratio.y), col)/3.0;
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weights2 = weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2)/3.0;
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#endif
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#ifdef OVERSAMPLE
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float filter_ = fwidth(ratio_scale.y);
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uv_ratio.y = uv_ratio.y + 1.0/3.0*filter_;
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weights = (weights + scanlineWeights(uv_ratio.y, col))/3.0;
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weights2 = (weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2))/3.0;
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uv_ratio.y = uv_ratio.y - 2.0/3.0*filter_;
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weights = weights + scanlineWeights(abs(uv_ratio.y), col)/3.0;
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weights2 = weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2)/3.0;
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#endif
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}else{
|
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weights = scanlineWeights(uv_ratio.x, col);
|
||||
weights2 = scanlineWeights(1.0 - uv_ratio.x, col2);
|
||||
|
||||
#ifdef OVERSAMPLE
|
||||
float filter_ = fwidth(ratio_scale.x);
|
||||
uv_ratio.x = uv_ratio.x + 1.0/3.0*filter_;
|
||||
weights = (weights + scanlineWeights(uv_ratio.x, col))/3.0;
|
||||
weights2 = (weights2 + scanlineWeights(abs(1.0 - uv_ratio.x), col2))/3.0;
|
||||
uv_ratio.x = uv_ratio.x - 2.0/3.0*filter_;
|
||||
weights = weights + scanlineWeights(abs(uv_ratio.x), col)/3.0;
|
||||
weights2 = weights2 + scanlineWeights(abs(1.0 - uv_ratio.x), col2)/3.0;
|
||||
#endif
|
||||
}
|
||||
|
||||
vec3 mul_res = (col * weights + col2 * weights2).rgb * vec3(cval);
|
||||
|
||||
|
|
14
ntsc/ntsc-adaptive-tate.slangp
Normal file
14
ntsc/ntsc-adaptive-tate.slangp
Normal file
|
@ -0,0 +1,14 @@
|
|||
shaders = 2
|
||||
|
||||
shader0 = shaders/ntsc-adaptive-tate/ntsc-tate-pass1.slang
|
||||
scale_type0 = source
|
||||
scale_x0 = 1.0
|
||||
filter_linear0 = false
|
||||
scale_y0 = 4.0
|
||||
float_framebuffer0 = true
|
||||
|
||||
shader1 = shaders/ntsc-adaptive-tate/ntsc-tate-pass2.slang
|
||||
scale_type1 = source
|
||||
scale_x1 = 1.0
|
||||
scale_y1 = 0.5
|
||||
filter_linear1 = false
|
87
ntsc/shaders/ntsc-adaptive-tate/ntsc-tate-pass1.slang
Normal file
87
ntsc/shaders/ntsc-adaptive-tate/ntsc-tate-pass1.slang
Normal file
|
@ -0,0 +1,87 @@
|
|||
#version 450
|
||||
|
||||
// NTSC-Adaptive
|
||||
// based on Themaister's NTSC shader
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
uint FrameCount;
|
||||
float quality, bw;
|
||||
} global;
|
||||
|
||||
#pragma parameter quality "Quality (Composite = 0, Svideo = 1)" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter bw "Black and White" 0.0 0.0 1.0 1.0
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
layout(location = 1) out vec2 pix_no;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
pix_no = TexCoord * global.SourceSize.xy * (global.OutputSize.xy / global.SourceSize.xy);
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec2 pix_no;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
#define PI 3.14159265
|
||||
float phase = (global.OriginalSize.y > 300.0) ? 2.0 : 3.0;
|
||||
|
||||
|
||||
#define mix_mat mat3(BRIGHTNESS, FRINGING, FRINGING, ARTIFACTING, 2.0 * SATURATION, 0.0, ARTIFACTING, 0.0, 2.0 * SATURATION)
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
float CHROMA_MOD_FREQ = (phase < 2.5) ? (4.0 * PI / 15.0) : (PI / 3.0);
|
||||
float ARTIFACTING = 1.0 - global.quality;
|
||||
float FRINGING = 1.0 - global.quality;
|
||||
float SATURATION = 1.0 - global.bw;
|
||||
// prevent some very slight clipping that happens at 1.0
|
||||
const float BRIGHTNESS = 0.95;
|
||||
vec3 col = texture(Source, vTexCoord).rgb;
|
||||
vec3 yiq = rgb2yiq(col);
|
||||
|
||||
float chroma_phase = (phase < 2.5) ? PI * (mod(pix_no.x, 2.0) + mod(global.FrameCount, 2.)) : 0.6667 * PI * (mod(pix_no.x, 3.0) + mod(global.FrameCount, 2.));
|
||||
|
||||
float mod_phase = chroma_phase + pix_no.y * 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.
|
||||
FragColor = vec4(yiq, 1.0);
|
||||
}
|
220
ntsc/shaders/ntsc-adaptive-tate/ntsc-tate-pass2.slang
Normal file
220
ntsc/shaders/ntsc-adaptive-tate/ntsc-tate-pass2.slang
Normal file
|
@ -0,0 +1,220 @@
|
|||
#version 450
|
||||
|
||||
// NTSC-Adaptive
|
||||
// based on Themaister's NTSC shader
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
float linearize;
|
||||
} global;
|
||||
|
||||
#pragma parameter linearize "Linearize Output Gamma" 0.0 0.0 1.0 1.0
|
||||
|
||||
#define fetch_offset(offset, one_y) \
|
||||
texture(Source, vTexCoord + vec2(0.0, (offset) * (one_y))).xyz
|
||||
|
||||
#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(0.0, 0.5 / global.SourceSize.y); // 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;
|
||||
|
||||
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 phase = (global.OriginalSize.y > 300.0) ? 2.0 : 3.0;
|
||||
float one_y = global.SourceSize.w;
|
||||
vec3 signal = vec3(0.0);
|
||||
|
||||
if(phase < 2.5)
|
||||
{
|
||||
for (int i = 0; i < TAPS_2_phase; i++)
|
||||
{
|
||||
float offset = float(i);
|
||||
|
||||
vec3 sums = fetch_offset(offset - float(TAPS_2_phase), one_y) +
|
||||
fetch_offset(float(TAPS_2_phase) - offset, one_y);
|
||||
signal += sums * vec3(luma_filter_2_phase[i], chroma_filter_2_phase[i], chroma_filter_2_phase[i]);
|
||||
}
|
||||
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_y) +
|
||||
fetch_offset(float(TAPS_3_phase) - offset, one_y);
|
||||
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]);
|
||||
}
|
||||
|
||||
vec3 rgb = yiq2rgb(signal);
|
||||
FragColor = vec4(rgb, 1.0);
|
||||
if(global.linearize < 0.5) return;
|
||||
else FragColor = pow(FragColor, vec4(2.2));
|
||||
}
|
78
presets/crt-geom-ntsc-composite-sharp-tate.slangp
Normal file
78
presets/crt-geom-ntsc-composite-sharp-tate.slangp
Normal file
|
@ -0,0 +1,78 @@
|
|||
shaders = "6"
|
||||
shader0 = "../misc/ntsc-colors.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
mipmap_input0 = "false"
|
||||
alias0 = ""
|
||||
float_framebuffer0 = "false"
|
||||
srgb_framebuffer0 = "false"
|
||||
scale_type_x0 = "source"
|
||||
scale_x0 = "1.000000"
|
||||
scale_type_y0 = "source"
|
||||
scale_y0 = "1.000000"
|
||||
shader1 = "../ntsc/shaders/ntsc-adaptive-tate/ntsc-tate-pass1.slang"
|
||||
filter_linear1 = "false"
|
||||
wrap_mode1 = "clamp_to_border"
|
||||
mipmap_input1 = "false"
|
||||
alias1 = ""
|
||||
float_framebuffer1 = "true"
|
||||
srgb_framebuffer1 = "false"
|
||||
scale_type_x1 = "source"
|
||||
scale_x1 = "1.000000"
|
||||
scale_type_y1 = "source"
|
||||
scale_y1 = "4.000000"
|
||||
shader2 = "../ntsc/shaders/ntsc-adaptive-tate/ntsc-tate-pass2.slang"
|
||||
filter_linear2 = "false"
|
||||
wrap_mode2 = "clamp_to_border"
|
||||
mipmap_input2 = "false"
|
||||
alias2 = ""
|
||||
float_framebuffer2 = "false"
|
||||
srgb_framebuffer2 = "false"
|
||||
scale_type_x2 = "source"
|
||||
scale_x2 = "1.000000"
|
||||
scale_type_y2 = "source"
|
||||
scale_y2 = "0.500000"
|
||||
shader3 = "../warp/shaders/smart-morph.slang"
|
||||
wrap_mode3 = "clamp_to_border"
|
||||
mipmap_input3 = "false"
|
||||
alias3 = ""
|
||||
float_framebuffer3 = "false"
|
||||
srgb_framebuffer3 = "false"
|
||||
scale_type_x3 = "source"
|
||||
scale_x3 = "1.000000"
|
||||
scale_type_y3 = "source"
|
||||
scale_y3 = "1.000000"
|
||||
shader4 = "../sharpen/shaders/fast-sharpen.slang"
|
||||
wrap_mode4 = "clamp_to_border"
|
||||
mipmap_input4 = "false"
|
||||
alias4 = ""
|
||||
float_framebuffer4 = "false"
|
||||
srgb_framebuffer4 = "false"
|
||||
scale_type_x4 = "source"
|
||||
scale_x4 = "1.000000"
|
||||
scale_type_y4 = "source"
|
||||
scale_y4 = "1.000000"
|
||||
shader5 = "../crt/shaders/crt-geom.slang"
|
||||
wrap_mode5 = "clamp_to_border"
|
||||
mipmap_input5 = "false"
|
||||
alias5 = ""
|
||||
float_framebuffer5 = "false"
|
||||
srgb_framebuffer5 = "false"
|
||||
|
||||
intensity = "0.0"
|
||||
quality = "0.0"
|
||||
SM_RANGE = "2.0"
|
||||
SM_PWR = "0.7"
|
||||
CONTR = "0.15"
|
||||
|
||||
CRTgamma = "2.2"
|
||||
CURVATURE = "1.0"
|
||||
d = "1.5"
|
||||
R = "1.8"
|
||||
cornersize = "0.0155"
|
||||
y_tilt = "-0.05"
|
||||
scanline_weight = "0.25"
|
||||
DOTMASK = "0.0"
|
||||
lum = "0.15"
|
||||
interlace_detect = "0.0"
|
||||
vertical_scanlines = "1.0"
|
77
presets/crt-geom-ntsc-composite-sharp.slangp
Normal file
77
presets/crt-geom-ntsc-composite-sharp.slangp
Normal file
|
@ -0,0 +1,77 @@
|
|||
shaders = "6"
|
||||
shader0 = "../misc/ntsc-colors.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
mipmap_input0 = "false"
|
||||
alias0 = ""
|
||||
float_framebuffer0 = "false"
|
||||
srgb_framebuffer0 = "false"
|
||||
scale_type_x0 = "source"
|
||||
scale_x0 = "1.000000"
|
||||
scale_type_y0 = "source"
|
||||
scale_y0 = "1.000000"
|
||||
shader1 = "../ntsc/shaders/ntsc-adaptive/ntsc-pass1.slang"
|
||||
filter_linear1 = "false"
|
||||
wrap_mode1 = "clamp_to_border"
|
||||
mipmap_input1 = "false"
|
||||
alias1 = ""
|
||||
float_framebuffer1 = "true"
|
||||
srgb_framebuffer1 = "false"
|
||||
scale_type_x1 = "source"
|
||||
scale_x1 = "4.000000"
|
||||
scale_type_y1 = "source"
|
||||
scale_y1 = "1.000000"
|
||||
shader2 = "../ntsc/shaders/ntsc-adaptive/ntsc-pass2.slang"
|
||||
filter_linear2 = "false"
|
||||
wrap_mode2 = "clamp_to_border"
|
||||
mipmap_input2 = "false"
|
||||
alias2 = ""
|
||||
float_framebuffer2 = "false"
|
||||
srgb_framebuffer2 = "false"
|
||||
scale_type_x2 = "source"
|
||||
scale_x2 = "0.500000"
|
||||
scale_type_y2 = "source"
|
||||
scale_y2 = "1.000000"
|
||||
shader3 = "../warp/shaders/smart-morph.slang"
|
||||
wrap_mode3 = "clamp_to_border"
|
||||
mipmap_input3 = "false"
|
||||
alias3 = ""
|
||||
float_framebuffer3 = "false"
|
||||
srgb_framebuffer3 = "false"
|
||||
scale_type_x3 = "source"
|
||||
scale_x3 = "1.000000"
|
||||
scale_type_y3 = "source"
|
||||
scale_y3 = "1.000000"
|
||||
shader4 = "../sharpen/shaders/fast-sharpen.slang"
|
||||
wrap_mode4 = "clamp_to_border"
|
||||
mipmap_input4 = "false"
|
||||
alias4 = ""
|
||||
float_framebuffer4 = "false"
|
||||
srgb_framebuffer4 = "false"
|
||||
scale_type_x4 = "source"
|
||||
scale_x4 = "1.000000"
|
||||
scale_type_y4 = "source"
|
||||
scale_y4 = "1.000000"
|
||||
shader5 = "../crt/shaders/crt-geom.slang"
|
||||
wrap_mode5 = "clamp_to_border"
|
||||
mipmap_input5 = "false"
|
||||
alias5 = ""
|
||||
float_framebuffer5 = "false"
|
||||
srgb_framebuffer5 = "false"
|
||||
|
||||
intensity = "0.0"
|
||||
quality = "0.0"
|
||||
SM_RANGE = "1.0"
|
||||
SM_PWR = "0.7"
|
||||
CONTR = "0.15"
|
||||
|
||||
CRTgamma = "2.2"
|
||||
CURVATURE = "1.0"
|
||||
d = "1.5"
|
||||
R = "1.8"
|
||||
cornersize = "0.0155"
|
||||
y_tilt = "-0.05"
|
||||
scanline_weight = "0.25"
|
||||
DOTMASK = "0.0"
|
||||
lum = "0.15"
|
||||
interlace_detect = "0.0"
|
|
@ -22,10 +22,11 @@ layout(push_constant) uniform Push
|
|||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float SM_MODE, SM_PWR, SM_STRMIN, SM_STRMAX, SM_CUTLO, SM_CUTHI, SM_DEBUG;
|
||||
float SM_MODE, SM_RANGE, SM_PWR, SM_STRMIN, SM_STRMAX, SM_CUTLO, SM_CUTHI, SM_DEBUG;
|
||||
} params;
|
||||
|
||||
#pragma parameter SM_MODE "SmartMorph Dilation / Erosion" 0.0 0.0 1.0 1.0 // Switches between dilation and erosion (line thinning or thickening).
|
||||
#pragma parameter SM_RANGE "SmartMorph Range 0-multi 1-hor 2-vert" 0.0 0.0 2.0 1.0 // Switches between all directions / horizontal only / vertical only.
|
||||
#pragma parameter SM_PWR "SmartMorph Luma Exponent" 0.5 0.0 10.0 0.1 // range: [0.0, +inf) - Raises d by the exponent of PWR. Smaller values for stronger morphing.
|
||||
#pragma parameter SM_STRMIN "SmartMorph MIN Strength" 0.0 0.0 1.0 0.01 // range: [0.0, STRMAX] - Minimal strength to apply
|
||||
#pragma parameter SM_STRMAX "SmartMorph MAX Strength" 1.0 0.0 1.0 0.01 // range: [STRMIN, 1.0] - Maximal strength to apply.
|
||||
|
@ -68,20 +69,39 @@ void main()
|
|||
vec3 E = TEX( 0., 0.).rgb;
|
||||
vec3 F = TEX( 1., 0.).rgb;
|
||||
vec3 H = TEX( 0., 1.).rgb;
|
||||
vec3 res;
|
||||
|
||||
vec4 b = mul( mat4x3(B, D, H, F), y_weights );
|
||||
float e = dot(E, y_weights);
|
||||
|
||||
float di = 0.0;
|
||||
|
||||
if(params.SM_MODE > 0.5){
|
||||
di = min(min(b.x, b.y), min(b.z, min(b.w, e)));
|
||||
}
|
||||
else{
|
||||
di = max(max(b.x, b.y), max(b.z, max(b.w, e)));
|
||||
}
|
||||
if (params.SM_RANGE == 2.0){
|
||||
vec2 b = mul( mat2x3(B, H), y_weights );
|
||||
if(params.SM_MODE > 0.5)
|
||||
di = max(b.x, b.y);
|
||||
else
|
||||
di = min(b.x, b.y);
|
||||
|
||||
res = (di==b.y) ? B : H;
|
||||
}
|
||||
else if (params.SM_RANGE == 1.0){
|
||||
vec2 b = mul( mat2x3(D,F), y_weights );
|
||||
if(params.SM_MODE > 0.5)
|
||||
di = max(b.x, b.y);
|
||||
else
|
||||
di = min(b.x, b.y);
|
||||
|
||||
res = (di==b.y) ? D : F;
|
||||
}
|
||||
else{
|
||||
vec4 b = mul( mat4x3(B, D, H, F), y_weights );
|
||||
if(params.SM_MODE > 0.5)
|
||||
di = min(min(b.x, b.y), min(b.z, min(b.w, e)));
|
||||
else
|
||||
di = max(max(b.x, b.y), max(b.z, max(b.w, e)));
|
||||
|
||||
res = (di==b.x) ? B : (di==b.y) ? D : (di==b.z) ? H : F;
|
||||
}
|
||||
|
||||
vec3 res = (di==b.x) ? B : (di==b.y) ? D : (di==b.z) ? H : F;
|
||||
di = abs(e-di);
|
||||
|
||||
float str = (di<=params.SM_CUTLO) ? params.SM_STRMIN : (di>=params.SM_CUTHI) ? params.SM_STRMAX : smoothstep( 0.0, 1.0, pow((di-params.SM_CUTLO)/(params.SM_CUTHI-params.SM_CUTLO), params.SM_PWR) ) * (params.SM_STRMAX-params.SM_STRMIN) + params.SM_STRMIN;
|
||||
|
|
Loading…
Reference in a new issue