From 6f17bbcef505cde2776de6851279809d12bef1d1 Mon Sep 17 00:00:00 2001 From: Tatsuya79 Date: Thu, 10 Jun 2021 01:23:03 +0200 Subject: [PATCH] parameterize ntsc-tate as ntsc-adaptive was --- .../ntsc-adaptive-tate/ntsc-tate-pass1.slang | 45 ++++++++++++------- 1 file changed, 29 insertions(+), 16 deletions(-) diff --git a/ntsc/shaders/ntsc-adaptive-tate/ntsc-tate-pass1.slang b/ntsc/shaders/ntsc-adaptive-tate/ntsc-tate-pass1.slang index 3549f7e..e3adc82 100644 --- a/ntsc/shaders/ntsc-adaptive-tate/ntsc-tate-pass1.slang +++ b/ntsc/shaders/ntsc-adaptive-tate/ntsc-tate-pass1.slang @@ -10,35 +10,54 @@ layout(std140, set = 0, binding = 0) uniform UBO vec4 OriginalSize; vec4 SourceSize; uint FrameCount; - float quality, bw; + float quality, ntsc_sat, cust_fringing, cust_artifacting, ntsc_bright; } 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 parameter quality "Presets (Svideo=0 Composite=1 RF=2 Custom=-1)" 0.0 -1.0 2.0 1.0 +#pragma parameter ntsc_sat "Color Saturation" 1.0 0.0 2.0 0.01 +#pragma parameter ntsc_bright "Brightness" 1.0 0.0 1.5 0.01 +#pragma parameter cust_fringing "Custom Fringing Value" 0.0 0.0 5.0 0.1 +#pragma parameter cust_artifacting "Custom Artifacting Value" 0.0 0.0 5.0 0.1 + +#define PI 3.14159265 #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; +layout(location = 2) out float phase; +layout(location = 3) out float BRIGHTNESS; +layout(location = 4) out float SATURATION; +layout(location = 5) out float FRINGING; +layout(location = 6) out float ARTIFACTING; +layout(location = 7) out float CHROMA_MOD_FREQ; void main() { - gl_Position = global.MVP * Position; - vTexCoord = TexCoord; - pix_no = TexCoord * global.SourceSize.xy * (global.OutputSize.xy / global.SourceSize.xy); + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + pix_no = TexCoord * global.SourceSize.xy * (global.OutputSize.xy / global.SourceSize.xy); + phase = (global.OriginalSize.x > 300.0) ? 2.0 : 3.0; + CHROMA_MOD_FREQ = (phase < 2.5) ? (4.0 * PI / 15.0) : (PI / 3.0); + ARTIFACTING = (global.quality > -0.5) ? global.quality : global.cust_artifacting; + FRINGING = (global.quality > -0.5) ? global.quality : global.cust_fringing; + SATURATION = global.ntsc_sat; + BRIGHTNESS = global.ntsc_bright; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 pix_no; +layout(location = 2) in float phase; +layout(location = 3) in float BRIGHTNESS; +layout(location = 4) in float SATURATION; +layout(location = 5) in float FRINGING; +layout(location = 6) in float ARTIFACTING; +layout(location = 7) in float CHROMA_MOD_FREQ; 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( @@ -64,12 +83,6 @@ vec3 rgb2yiq(vec3 col) 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);