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https://github.com/italicsjenga/slang-shaders.git
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fine-tune settings (#473)
* fine-tune settings * add hd version closer to blargg's ntsc * Update ntsc-simple-hd.slangp
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ntsc/ntsc-simple-hd.slangp
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19
ntsc/ntsc-simple-hd.slangp
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@ -0,0 +1,19 @@
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shaders = "3"
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feedback_pass = "0"
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shader0 = "../stock.slang"
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filter_linear0 = "false"
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scale_type_x0 = "source"
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scale_x0 = "2.000000"
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scale_type_y0 = "source"
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scale_y0 = "1.000000"
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shader1 = "shaders/ntsc-simple/ntsc-simple.slang"
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filter_linear1 = "false"
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scale_type_x1 = "source"
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scale_x1 = "0.500000"
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scale_type_y1 = "source"
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scale_y1 = "1.000000"
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shader2 = "../windowed/shaders/lanczos3-x.slang"
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filter_linear2 = "false"
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CHR_BLUR = "1.800000"
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L_BLUR = "6.000000"
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LANCZOS3_ANTI_RINGING = "0.0"
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@ -14,8 +14,8 @@ layout(push_constant) uniform Push
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#pragma parameter CHR_BLUR "CHROMA RESOLUTION" 4.0 1.0 10.0 0.1
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#pragma parameter L_BLUR "LUMA RESOLUTION" 8.0 2.0 10.0 0.25
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#pragma parameter CHR_BLUR "CHROMA RESOLUTION" 2.3 1.0 10.0 0.1
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#pragma parameter L_BLUR "LUMA RESOLUTION" 10.5 10.0 20.0 0.5
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#pragma parameter CHROMA_SATURATION "CHROMA SATURATION" 5.0 0.0 15.0 0.1
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#pragma parameter BRIGHTNESS "LUMA BRIGHTNESS" 0.55 0.0 2.0 0.01
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#pragma parameter IHUE "I SHIFT (blue to orange)" 0.0 -1.0 1.0 0.01
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@ -67,7 +67,7 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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#define PI 3.14159265358979323846
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#define TAU 6.28318530717958647693
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#define FSC 3.57945*4.0
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#define FSC 3.57945
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// Size of the decoding FIR filter
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#define FIR_SIZE 20
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@ -81,21 +81,22 @@ const mat3 rgb_to_yiq = mat3(0.299, 0.596, 0.211,
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0.587,-0.274,-0.523,
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0.114,-0.322, 0.312);
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float blackman(float n, float N) {
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float a0 = (1.0 - 0.16) / 2.0;
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float a1 = 1.0 / 2.0;
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float a2 = 0.16 / 2.0;
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float blackman(float pos, float FIR) {
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float a0 = 0.42;
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float a1 = 0.50;
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float a2 = 0.08;
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return a0 - (a1 * cos((2.0 * PI * n) / N)) + (a2 * cos((4.0 * PI * n) / N));
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return a0 - (a1 * cos((2.0 * PI * pos) / FIR)) + (a2 * cos((4.0 * PI * pos) / FIR));
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}
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void main() {
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// moved due to GLES fix.
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mat3 mix_mat = mat3(
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1.0, 0.0, 0.0,
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IHUE, 1.0, 0.0,
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QHUE, 0.0, 1.0
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);
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mat3 mix_mat = mat3(
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1.0, 0.0, 0.0,
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IHUE, 1.0, 0.0,
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QHUE, 0.0, 1.0
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);
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// Chroma decoder oscillator frequency
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float fc = SourceSize.x*TAU;
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@ -104,31 +105,35 @@ mat3 mix_mat = mat3(
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vec3 yiq = vec3(0.0);
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for (int d = -FIR_SIZE; d < FIR_SIZE; d++) {
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float odd = mod(vTexCoord.y*SourceSize.y,2.0)*SourceSize.z*0.25;
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float offset = float(d);
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float phase = fc*vTexCoord.x+11.0*PI/60.0;
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// LUMA encode
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vec2 pos = vec2((vTexCoord.x + (float(d)/2.0/L_BLUR)*SourceSize.z), vTexCoord.y);
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vec2 pos = vec2((vTexCoord.x + (offset/2.0/L_BLUR)*SourceSize.z)+odd, vTexCoord.y);
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vec3 s = texture(Source, pos).rgb;
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s = rgb_to_yiq*s;
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// LUMA encode end
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// LUMA decode
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// Apply Blackman window for smoother colors
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float window = blackman(float(d/2 + 5), float(FIR_SIZE/2));
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float window = blackman((offset/2.0 + 10.0), float(FIR_SIZE/2));
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yiq.r += s.r * BRIGHTNESS * window;
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// LUMA decode end!
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// CHROMA encode
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pos = vec2(vTexCoord.x + (float(d)/CHR_BLUR)*SourceSize.z, vTexCoord.y);
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pos = vec2(vTexCoord.x + (offset/CHR_BLUR)*SourceSize.z+odd, vTexCoord.y);
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s = texture(Source, pos).rgb;
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s = rgb_to_yiq*s;
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s.yz *= vec2(cos(fc*vTexCoord.x+11.0*PI/60.0),sin(fc*vTexCoord.x+11.0*PI/60.0));
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s.yz *= vec2(cos(phase),sin(phase));
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// CHROMA encode end
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// CHROMA decode
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// Apply Blackman window for smoother colors
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window = blackman(float(d + FIR_SIZE), float(FIR_SIZE * 2 + 1));
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float wt = fc * (vTexCoord.x - float(d)*SourceSize.z);
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yiq.yz += s.yz * vec2(cos(wt+11.0*PI/60.0), sin(wt+11.0*PI/60.0)) * window;
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window = blackman( offset + float(FIR_SIZE), float(FIR_SIZE * 2 + 1));
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float wt = fc*(vTexCoord.x + offset*SourceSize.z)+11.0*PI/60.0;
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yiq.yz += s.yz * vec2(cos(wt), sin(wt)) * window;
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// CHROMA decode end!
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counter++;
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