parameterize raw palette support for pal-r57shell and add a copy to the nes_raw_palette directory

This commit is contained in:
hunterk 2021-06-19 21:55:10 -05:00
parent 123c67303c
commit 997e85052d
2 changed files with 108 additions and 78 deletions

View file

@ -0,0 +1,23 @@
shaders = 1
shader0 = ../pal/shaders/pal-r57shell.slang
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = "ORIG_LINEARIZED"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "viewport"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
textures = "nes_lut"
nes_lut = "../pal/resources/nes_lut.png"
nes_lut_linear = "false"
nes_lut_wrap_mode = "repeat"
nes_lut_mipmap = "false"
parameters = "USE_RAW_param;USE_LUT_param"
USE_RAW_param = "1.0"
USE_LUT_param = "1.0"

View file

@ -40,8 +40,16 @@ layout(push_constant) uniform Push
float Phase_Y;
float Phase_One;
float Phase_Two;
float USE_RAW_param;
float USE_LUT_param;
} params;
#pragma parameter USE_RAW_param "(NES ONLY) Decode RAW Colors" 0.0 0.0 1.0 1.0
#pragma parameter USE_LUT_param "(NES ONLY) Use RAW LUT For Speed" 0.0 0.0 1.0 1.0
bool USE_RAW = bool(params.USE_RAW_param);
bool USE_LUT = bool(params.USE_LUT_param);
#pragma parameter Gamma "PAL Gamma" 2.5 0.0 10.0 0.03125
#pragma parameter Brightness "PAL Brightness" 0.0 -1.0 2.0 0.03125
#pragma parameter Contrast "PAL Contrast" 1.0 -1.0 2.0 0.03125
@ -251,27 +259,43 @@ mat3(
float3( 0.701,-0.587,-0.114)*YUV_v //R-Y
);
#ifdef USE_RAW
#ifndef USE_LUT
const float Voltage_0 = 0.518;
const float Voltage_1 = 1.962;
const float DeltaV = (Voltage_1-Voltage_0);
#else
const float Voltage_0 = 0.15103768593097774;
const float Voltage_1 = 1.;
float DeltaV = (Voltage_1-Voltage_0);
#endif
#else
const float DeltaV = 1.;
#endif
#ifdef USE_DELAY_LINE
const float comb_line = 1.;
#else
const float comb_line = 2.;
#endif
#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 float DeltaV;
layout(location = 2) out float Voltage_0;
layout(location = 3) out float Voltage_1;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
if(USE_RAW)
{
Voltage_0 = (!USE_LUT) ? 0.518 : 0.15103768593097774;
Voltage_1 = (!USE_LUT) ? 1.962 : 1.;
DeltaV = (Voltage_1-Voltage_0);
}
else DeltaV = 1.;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float DeltaV;
layout(location = 2) in float Voltage_0;
layout(location = 3) in float Voltage_1;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D nes_lut;
float RGB_y = Contrast_static/Ywidth_static/DeltaV;
float RGB_u = comb_line*Contrast_static*Saturation_static/YUV_u/Uwidth_static/DeltaV;
float RGB_v = comb_line*Contrast_static*Saturation_static/YUV_v/Vwidth_static/DeltaV;
@ -285,33 +309,26 @@ mat3(
const float pi = 3.1415926535897932384626433832795;
#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;
#ifdef USE_RAW
bool InColorPhase(int color, float phase)
{
return fmod((color*2. + phase),24.) < 12.;
}
#ifndef USE_LUT
// from nesdev wiki page NTSC_video
float NTSCsignal(float3 pixel, float phase)
{
float NTSC_out;
// use LUT for RAW palette decoding for speed vs quality
NTSC_out = texture(nes_lut,float2(dot(pixel,float3(
15.*(8.)/512.,
3.*(16.*8.)/512.,
7./512.)
) + 0.5/(4.*16.*8.), frac(phase/24.))).r;
// return early to avoid costly decoding in software
if(USE_LUT) return NTSC_out;
// Voltage levels, relative to synch voltage
const float black=.518, white=1.962, attenuation=.746,
levels[8] = {.350, .518, .962,1.550, // Signal low
@ -340,27 +357,13 @@ float NTSCsignal(float3 pixel, float phase)
if( ((e.x != 0) && InColorPhase(0,phase))
|| ((e.y-e.x != 0) && InColorPhase(4,phase))
|| ((emphasis-e.y != 0) && InColorPhase(8,phase)) )
return signal * attenuation;
NTSC_out = signal * attenuation;
else
return signal;
NTSC_out = signal;
return NTSC_out;
}
#else
layout(set = 0, binding = 3) uniform sampler2D nes_lut;
float NTSCsignal(float3 pixel, float phase)
{
return texture(nes_lut,float2(dot(pixel,float3(
15.*(8.)/512.,
3.*(16.*8.)/512.,
7./512.)
) + 0.5/(4.*16.*8.), frac(phase/24.))).r;
}
#endif
#endif
float sinn(float x)
{
return sin(/*fmod(x,24)*/x*(pi*2./24.));
@ -373,9 +376,9 @@ float coss(float x)
float3 monitor(sampler2D tex, float2 p)
{
#ifdef PARAMETER_UNIFORM
//#ifdef PARAMETER_UNIFORM
const float2 size = float2(params.SizeX,params.SizeY);
#endif
//#endif
// align vertical coord to center of texel
float2 uv = float2(
#ifdef COMPENSATE_WIDTH
@ -415,34 +418,38 @@ float3 monitor(sampler2D tex, float2 p)
ss = -2.0;
}
float ysum = 0., usum = 0., vsum = 0.;
float ysum = 0., usum = 0., vsum = 0., sig = 0., sig1 = 0.;
for (int i=0; i<Mwidth; ++i)
{
float4 res = texture(tex, uv);
#ifdef USE_RAW
float sig = NTSCsignal(res.xyz,params.HueShift*2.+alpha-res.g*ss*params.HueRotation)-Voltage_0;
// outside of texture is 0,0,0 which is white instead of black
if (uv.x <= 0.0 || uv.x >= border)
sig = 0;
#ifdef USE_DELAY_LINE
float4 res1 = texture(tex, uv+sh);
float sig1 = NTSCsignal(res1.xyz,params.HueShift*2.+12012.0-alpha+res.g*ss*params.HueRotation)-Voltage_0;
if (uv.x + sh.x <= 0.0 || uv.x + sh.x >= border)
sig1 = 0;
#endif
#else
float3 yuv = mul(RGB_to_YUV, res.xyz);
const float a1 = alpha+(params.HueShift+2.5)*2.-yuv.x*ss*params.HueRotation;
float sig = yuv.x+dot(yuv.yz,sign(float2(sinn(a1),coss(a1))));
if(USE_RAW)
{
sig = NTSCsignal(res.xyz,params.HueShift*2.+alpha-res.g*ss*params.HueRotation)-Voltage_0;
// outside of texture is 0,0,0 which is white instead of black
if (uv.x <= 0.0 || uv.x >= border)
sig = 0;
#ifdef USE_DELAY_LINE
float4 res1 = texture(tex, uv+sh);
float3 yuv1 = mul(RGB_to_YUV, res1.xyz);
const float a2 = (params.HueShift+2.5)*2.+12012.0-alpha+yuv.x*ss*params.HueRotation;
float sig1 = yuv1.x+dot(yuv1.yz,sign(float2(sinn(a2),coss(a2))));
float4 res1 = texture(tex, uv+sh);
sig1 = NTSCsignal(res1.xyz,params.HueShift*2.+12012.0-alpha+res.g*ss*params.HueRotation)-Voltage_0;
if (uv.x + sh.x <= 0.0 || uv.x + sh.x >= border)
sig1 = 0;
#endif
}
else
{
float3 yuv = mul(RGB_to_YUV, res.xyz);
const float a1 = alpha+(params.HueShift+2.5)*2.-yuv.x*ss*params.HueRotation;
sig = yuv.x+dot(yuv.yz,sign(float2(sinn(a1),coss(a1))));
#ifdef USE_DELAY_LINE
float4 res1 = texture(tex, uv+sh);
float3 yuv1 = mul(RGB_to_YUV, res1.xyz);
const float a2 = (params.HueShift+2.5)*2.+12012.0-alpha+yuv.x*ss*params.HueRotation;
sig1 = yuv1.x+dot(yuv1.yz,sign(float2(sinn(a2),coss(a2))));
#endif
}
#endif
if (i < params.Ywidth)
ysum += sig;
@ -461,11 +468,11 @@ float3 monitor(sampler2D tex, float2 p)
uv.x -= ustep;
}
#ifdef PARAMETER_UNIFORM
//#ifdef PARAMETER_UNIFORM
ysum *= params.Contrast/params.Ywidth;
usum *= params.Contrast*params.Saturation/params.Uwidth;
vsum *= params.Contrast*params.Saturation/params.Vwidth;
#endif
//#endif
float3 rgb = mul(float3(ysum+params.Brightness*Ywidth_static,usum,vsum), YUV_to_RGB);
#if defined(USE_GAMMA) && !defined(USE_COLORIMETRY)