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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
parameterize ntsc-tate as ntsc-adaptive was
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@ -10,35 +10,54 @@ layout(std140, set = 0, binding = 0) uniform UBO
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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float quality, bw;
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float quality, ntsc_sat, cust_fringing, cust_artifacting, ntsc_bright;
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} global;
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#pragma parameter quality "Quality (Composite = 0, Svideo = 1)" 0.0 0.0 1.0 1.0
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#pragma parameter bw "Black and White" 0.0 0.0 1.0 1.0
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#pragma parameter quality "Presets (Svideo=0 Composite=1 RF=2 Custom=-1)" 0.0 -1.0 2.0 1.0
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#pragma parameter ntsc_sat "Color Saturation" 1.0 0.0 2.0 0.01
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#pragma parameter ntsc_bright "Brightness" 1.0 0.0 1.5 0.01
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#pragma parameter cust_fringing "Custom Fringing Value" 0.0 0.0 5.0 0.1
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#pragma parameter cust_artifacting "Custom Artifacting Value" 0.0 0.0 5.0 0.1
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#define PI 3.14159265
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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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layout(location = 1) out vec2 pix_no;
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layout(location = 2) out float phase;
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layout(location = 3) out float BRIGHTNESS;
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layout(location = 4) out float SATURATION;
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layout(location = 5) out float FRINGING;
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layout(location = 6) out float ARTIFACTING;
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layout(location = 7) out float CHROMA_MOD_FREQ;
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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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pix_no = TexCoord * global.SourceSize.xy * (global.OutputSize.xy / global.SourceSize.xy);
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phase = (global.OriginalSize.x > 300.0) ? 2.0 : 3.0;
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CHROMA_MOD_FREQ = (phase < 2.5) ? (4.0 * PI / 15.0) : (PI / 3.0);
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ARTIFACTING = (global.quality > -0.5) ? global.quality : global.cust_artifacting;
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FRINGING = (global.quality > -0.5) ? global.quality : global.cust_fringing;
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SATURATION = global.ntsc_sat;
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BRIGHTNESS = global.ntsc_bright;
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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 = 1) in vec2 pix_no;
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layout(location = 2) in float phase;
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layout(location = 3) in float BRIGHTNESS;
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layout(location = 4) in float SATURATION;
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layout(location = 5) in float FRINGING;
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layout(location = 6) in float ARTIFACTING;
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layout(location = 7) in float CHROMA_MOD_FREQ;
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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 PI 3.14159265
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float phase = (global.OriginalSize.y > 300.0) ? 2.0 : 3.0;
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#define mix_mat mat3(BRIGHTNESS, FRINGING, FRINGING, ARTIFACTING, 2.0 * SATURATION, 0.0, ARTIFACTING, 0.0, 2.0 * SATURATION)
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const mat3 yiq2rgb_mat = mat3(
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@ -64,12 +83,6 @@ vec3 rgb2yiq(vec3 col)
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void main()
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{
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float CHROMA_MOD_FREQ = (phase < 2.5) ? (4.0 * PI / 15.0) : (PI / 3.0);
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float ARTIFACTING = 1.0 - global.quality;
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float FRINGING = 1.0 - global.quality;
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float SATURATION = 1.0 - global.bw;
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// prevent some very slight clipping that happens at 1.0
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const float BRIGHTNESS = 0.95;
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vec3 col = texture(Source, vTexCoord).rgb;
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vec3 yiq = rgb2yiq(col);
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