fine-tune settings (#473)

* fine-tune settings

* add hd version closer to blargg's ntsc

* Update ntsc-simple-hd.slangp
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metallic77 2023-08-19 22:35:19 +03:00 committed by GitHub
parent 727bbf9b11
commit 9ed0fc60ed
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2 changed files with 45 additions and 21 deletions

View file

@ -0,0 +1,19 @@
shaders = "3"
feedback_pass = "0"
shader0 = "../stock.slang"
filter_linear0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders/ntsc-simple/ntsc-simple.slang"
filter_linear1 = "false"
scale_type_x1 = "source"
scale_x1 = "0.500000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "../windowed/shaders/lanczos3-x.slang"
filter_linear2 = "false"
CHR_BLUR = "1.800000"
L_BLUR = "6.000000"
LANCZOS3_ANTI_RINGING = "0.0"

View file

@ -14,8 +14,8 @@ layout(push_constant) uniform Push
#pragma parameter CHR_BLUR "CHROMA RESOLUTION" 4.0 1.0 10.0 0.1 #pragma parameter CHR_BLUR "CHROMA RESOLUTION" 2.3 1.0 10.0 0.1
#pragma parameter L_BLUR "LUMA RESOLUTION" 8.0 2.0 10.0 0.25 #pragma parameter L_BLUR "LUMA RESOLUTION" 10.5 10.0 20.0 0.5
#pragma parameter CHROMA_SATURATION "CHROMA SATURATION" 5.0 0.0 15.0 0.1 #pragma parameter CHROMA_SATURATION "CHROMA SATURATION" 5.0 0.0 15.0 0.1
#pragma parameter BRIGHTNESS "LUMA BRIGHTNESS" 0.55 0.0 2.0 0.01 #pragma parameter BRIGHTNESS "LUMA BRIGHTNESS" 0.55 0.0 2.0 0.01
#pragma parameter IHUE "I SHIFT (blue to orange)" 0.0 -1.0 1.0 0.01 #pragma parameter IHUE "I SHIFT (blue to orange)" 0.0 -1.0 1.0 0.01
@ -67,7 +67,7 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
#define PI 3.14159265358979323846 #define PI 3.14159265358979323846
#define TAU 6.28318530717958647693 #define TAU 6.28318530717958647693
#define FSC 3.57945*4.0 #define FSC 3.57945
// Size of the decoding FIR filter // Size of the decoding FIR filter
#define FIR_SIZE 20 #define FIR_SIZE 20
@ -81,15 +81,16 @@ const mat3 rgb_to_yiq = mat3(0.299, 0.596, 0.211,
0.587,-0.274,-0.523, 0.587,-0.274,-0.523,
0.114,-0.322, 0.312); 0.114,-0.322, 0.312);
float blackman(float n, float N) { float blackman(float pos, float FIR) {
float a0 = (1.0 - 0.16) / 2.0; float a0 = 0.42;
float a1 = 1.0 / 2.0; float a1 = 0.50;
float a2 = 0.16 / 2.0; float a2 = 0.08;
return a0 - (a1 * cos((2.0 * PI * n) / N)) + (a2 * cos((4.0 * PI * n) / N)); return a0 - (a1 * cos((2.0 * PI * pos) / FIR)) + (a2 * cos((4.0 * PI * pos) / FIR));
} }
void main() { void main() {
// moved due to GLES fix. // moved due to GLES fix.
mat3 mix_mat = mat3( mat3 mix_mat = mat3(
1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
@ -104,31 +105,35 @@ mat3 mix_mat = mat3(
vec3 yiq = vec3(0.0); vec3 yiq = vec3(0.0);
for (int d = -FIR_SIZE; d < FIR_SIZE; d++) { for (int d = -FIR_SIZE; d < FIR_SIZE; d++) {
float odd = mod(vTexCoord.y*SourceSize.y,2.0)*SourceSize.z*0.25;
float offset = float(d);
float phase = fc*vTexCoord.x+11.0*PI/60.0;
// LUMA encode // LUMA encode
vec2 pos = vec2((vTexCoord.x + (float(d)/2.0/L_BLUR)*SourceSize.z), vTexCoord.y); vec2 pos = vec2((vTexCoord.x + (offset/2.0/L_BLUR)*SourceSize.z)+odd, vTexCoord.y);
vec3 s = texture(Source, pos).rgb; vec3 s = texture(Source, pos).rgb;
s = rgb_to_yiq*s; s = rgb_to_yiq*s;
// LUMA encode end // LUMA encode end
// LUMA decode // LUMA decode
// Apply Blackman window for smoother colors // Apply Blackman window for smoother colors
float window = blackman(float(d/2 + 5), float(FIR_SIZE/2)); float window = blackman((offset/2.0 + 10.0), float(FIR_SIZE/2));
yiq.r += s.r * BRIGHTNESS * window; yiq.r += s.r * BRIGHTNESS * window;
// LUMA decode end! // LUMA decode end!
// CHROMA encode // CHROMA encode
pos = vec2(vTexCoord.x + (float(d)/CHR_BLUR)*SourceSize.z, vTexCoord.y); pos = vec2(vTexCoord.x + (offset/CHR_BLUR)*SourceSize.z+odd, vTexCoord.y);
s = texture(Source, pos).rgb; s = texture(Source, pos).rgb;
s = rgb_to_yiq*s; s = rgb_to_yiq*s;
s.yz *= vec2(cos(fc*vTexCoord.x+11.0*PI/60.0),sin(fc*vTexCoord.x+11.0*PI/60.0)); s.yz *= vec2(cos(phase),sin(phase));
// CHROMA encode end // CHROMA encode end
// CHROMA decode // CHROMA decode
// Apply Blackman window for smoother colors // Apply Blackman window for smoother colors
window = blackman(float(d + FIR_SIZE), float(FIR_SIZE * 2 + 1)); window = blackman( offset + float(FIR_SIZE), float(FIR_SIZE * 2 + 1));
float wt = fc * (vTexCoord.x - float(d)*SourceSize.z); float wt = fc*(vTexCoord.x + offset*SourceSize.z)+11.0*PI/60.0;
yiq.yz += s.yz * vec2(cos(wt+11.0*PI/60.0), sin(wt+11.0*PI/60.0)) * window;
yiq.yz += s.yz * vec2(cos(wt), sin(wt)) * window;
// CHROMA decode end! // CHROMA decode end!
counter++; counter++;