Fix GTU-v50 to function like GLSL/Cg versions (#346)

* fix gtu-v50 to function like Cg/GLSL versions

* fix gtu-v50 to function like Cg/GLSL versions

* quick cleanup of dead/commented code
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hunterk 2023-01-12 15:26:21 -06:00 committed by GitHub
parent 67bcc56117
commit 4f801b764b
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2 changed files with 8 additions and 9 deletions

View file

@ -10,7 +10,7 @@ scale_type_x1 = viewport
scale_x1 = 1.0
scale_type_y1 = source
scale_y1 = 1.0
filter_linear1 = true
filter_linear1 = false
float_framebuffer1 = true
shader2 = shaders/gtu-v050/pass3.slang

View file

@ -11,6 +11,7 @@ layout(push_constant) uniform Push
float compositeConnection;
} params;
#pragma parameter compositeConnection "Composite Connection Enable" 0.0 0.0 1.0 1.0
#pragma parameter signalResolution "Signal Resolution Y" 256.0 16.0 1024.0 16.0
#pragma parameter signalResolutionI "Signal Resolution I" 83.0 1.0 350.0 2.0
#pragma parameter signalResolutionQ "Signal Resolution Q" 25.0 1.0 350.0 2.0
@ -28,20 +29,19 @@ layout(std140, set = 0, binding = 0) uniform UBO
#include "config.h"
#define YIQ_to_RGB mat3x3( 1.0 , 1.0 , 1.0 , 0.9563 , -0.2721 , -1.1070 , 0.6210 , -0.6474 , 1.7046 )
#define YIQ_to_RGB mat3( 1.0 , 1.0 , 1.0 , 0.9563 , -0.2721 , -1.1070 , 0.6210 , -0.6474 , 1.7046 )
#define pi 3.14159265358
#define a(x) abs(x)
#define d(x,b) (pi*b*min(a(x)+0.5,1.0/b))
#define e(x,b) (pi*b*min(max(a(x)-0.5,-1.0/b),1.0/b))
#define STU(x,b) ((d(x,b)+sin(d(x,b))-e(x,b)-sin(e(x,b)))/(2.0*pi))
//#define X(i) (offset-(i))
#define GETC (texture(Source, vec2(vTexCoord.x - X * params.SourceSize.z, vTexCoord.y)).rgb)
#define VAL_composite vec3((c.x*STU(X,(params.signalResolution * params.SourceSize.z))),(c.y*STU(X,(params.signalResolutionI * params.SourceSize.z))),(c.z*STU(X,(params.signalResolutionQ * params.SourceSize.z))))
#define VAL (c*STU(X,(params.signalResolution * params.SourceSize.z)))
#define VAL_composite vec3((c.x*STU(X,(params.signalResolution / params.SourceSize.x))),(c.y*STU(X,(params.signalResolutionI / params.SourceSize.x))),(c.z*STU(X,(params.signalResolutionQ / params.SourceSize.x))))
#define VAL (c*STU(X,(params.signalResolution / params.SourceSize.x)))
#define PROCESS(i) X=(offset-(i));c=GETC;tempColor+=VAL;
#define PROCESS_composite(i) X=(offset-(i));c=GETC;tempColor+=VAL_composite;
#define PROCESS(i) X=(i);c=GETC;tempColor+=VAL;
#define PROCESS_composite(i) X=(i);c=GETC;tempColor+=VAL_composite;
#pragma stage vertex
layout(location = 0) in vec4 Position;
@ -87,6 +87,5 @@ void main()
else
tempColor=clamp(tempColor,0.0,1.0);
// tempColor=clamp(tempColor,0.0,1.0);
FragColor = vec4(tempColor, 1.0);
}
}