update vhs shader with new OSD and rewind effect (yay! thanks to LazyBumHorse for FrameDirection)

This commit is contained in:
hunterk 2019-06-13 12:20:11 -05:00
parent 7832403004
commit a1223e2c2f
9 changed files with 391 additions and 2 deletions

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vhs/resources/rew.png Normal file

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vhs/shaders/rewind.slang Normal file
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@ -0,0 +1,95 @@
#version 450
// VHS Rewind Effect
// adapter from VHS Pause Effect shadertoy by caaaaaaarter
// https://www.shadertoy.com/view/4lB3Dc
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
int FrameDirection;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#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;
layout(set = 0, binding = 3) uniform sampler2D rew;
#define iTime float(params.FrameCount)
float rand(vec2 co)
{
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float onOff(float a, float b, float c, float framecount)
{
return step(c, sin((framecount * 0.001) + a*cos((framecount * 0.001)*b)));
}
vec2 jumpy(vec2 uv, float framecount)
{
vec2 look = uv;
float window = 1./(1.+80.*(look.y-mod(framecount/4.,1.))*(look.y-mod(framecount/4.,1.)));
look.x += 0.05 * sin(look.y*10. + framecount)/20.*onOff(4.,4.,.3, framecount)*(0.5+cos(framecount*20.))*window;
float vShift = 0.4*onOff(2.,3.,.9, framecount)*(sin(framecount)*sin(framecount*20.) +
(0.5 + 0.1*sin(framecount*200.)*cos(framecount)));
look.y = mod(look.y - 0.01 * vShift, 1.);
return look;
}
void main()
{
vec4 texColor = texture(Source, vTexCoord);
if (float(params.FrameDirection) < 0.0)
{
vec2 uv = vTexCoord.xy;
uv.x -= sin(0.0006 * mod(iTime, 11.0)) * cos(mod(iTime, 17.0) * -uv.y);
texColor = texture(Source, jumpy(uv, iTime));
vec4 rew_osd = texture(rew, jumpy(vTexCoord, iTime));
rew_osd.a = ((mod(iTime, 100.0) < 50.0)) ? rew_osd.a : 0.0;
texColor = mix(texColor, rew_osd, rew_osd.a);
// get position to sample
vec2 samplePosition = uv.xy - vec2(0.0, 0.45);
float whiteNoise;
// Jitter each line left and right
samplePosition.x += (rand(vec2(iTime,vTexCoord.y))+0.5);
// Jitter the whole picture up and down
samplePosition.y = samplePosition.y+(rand(vec2(iTime))-0.5)/32.0;
// Slightly add color noise to each line
texColor = texColor + (vec4(-0.5)+vec4(rand(vec2(vTexCoord.y,iTime)),rand(vec2(vTexCoord.y,iTime+1.0)),rand(vec2(vTexCoord.y,iTime+2.0)),0))*0.1;
// Either sample the texture, or just make the pixel white (to get the staticy-bit at the bottom)
whiteNoise = rand(vec2(floor(samplePosition.y*160.0),floor(samplePosition.x*cos(iTime)))+vec2(iTime,0.));
if ((whiteNoise > 11.5-30.0*samplePosition.y || whiteNoise < 1.5-5.0*samplePosition.y) &&
(whiteNoise > 11.5-30.0*(samplePosition.y + 0.5) || whiteNoise < 1.5-5.0*(samplePosition.y + 0.4))) {
// Sample the texture.
samplePosition.y = 1.0-samplePosition.y; //Fix for upside-down texture
} else {
// Use white. (I'm adding here so the color noise still applies)
texColor += vec4(0.5 + rand(samplePosition));
}
}
FragColor = texColor;
}

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@ -11,6 +11,7 @@ layout(push_constant) uniform Push
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
int FrameDirection;
float wiggle;
float smear;
} params;
@ -42,6 +43,7 @@ void main()
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D play;
#define iTime mod(float(FrameCount), 7.0)
#define iChannel0 Source
@ -164,6 +166,12 @@ void main()
final.xyz =Blur(uv,c);
float q = rgb2yiq(final.xyz).b;
final = vec4(yiq2rgb(vec3(y,i,q))-pow(s+e*2.0,3.0), 1.0);
vec4 play_osd = texture(play, uv2);
float timer = (params.FrameDirection > 0.5) ? float(FrameCount) : 0.0;
float show_overlay = (mod(timer, 100.0) < 50.0) && (timer != 0.0) && (timer < 500.0) ? play_osd.a : 0.0;
show_overlay = clamp(show_overlay, 0.0, 1.0);
final = mix(final, play_osd, show_overlay);
FragColor = final;
}

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@ -0,0 +1,78 @@
#define lerp mix
#define NTSC 0
#define PAL 1
// Effect params
#define VIDEO_STANDARD PAL
#if VIDEO_STANDARD == NTSC
const vec2 maxResLuminance = vec2(333.0, 480.0);
const vec2 maxResChroma = vec2(40.0, 480.0);
#elif VIDEO_STANDARD == PAL
const vec2 maxResLuminance = vec2(335.0, 576.0);
const vec2 maxResChroma = vec2(40.0, 240.0);
#endif
const vec2 blurAmount = vec2(0.2, 0.2);
// End effect params
#define VIDEO_TEXTURE iChannel0
mat3 rgb2yiq = mat3(0.299, 0.596, 0.211,
0.587, -0.274, -0.523,
0.114, -0.322, 0.312);
mat3 yiq2rgb = mat3(1, 1, 1,
0.956, -0.272, -1.106,
0.621, -0.647, 1.703);
// from http://www.java-gaming.org/index.php?topic=35123.0
vec4 cubic(float v)
{
vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
vec4 s = n * n * n;
float x = s.x;
float y = s.y - 4.0 * s.x;
float z = s.z - 4.0 * s.y + 6.0 * s.x;
float w = 6.0 - x - y - z;
return vec4(x, y, z, w) * (1.0/6.0);
}
vec4 textureBicubic(sampler2D tex, vec2 texCoords)
{
vec2 texSize = vec2(textureSize(tex, 0));
vec2 invTexSize = vec2(1.0) / texSize;
texCoords = texCoords * texSize - 0.5;
vec2 fxy = fract(texCoords);
texCoords -= fxy;
vec4 xcubic = cubic(fxy.x);
vec4 ycubic = cubic(fxy.y);
vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy;
vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s;
offset *= invTexSize.xxyy;
vec4 sample0 = texture(tex, offset.xz);
vec4 sample1 = texture(tex, offset.yz);
vec4 sample2 = texture(tex, offset.xw);
vec4 sample3 = texture(tex, offset.yw);
float sx = s.x / (s.x + s.y);
float sy = s.z / (s.z + s.w);
return mix(
mix(sample3, sample2, sx), mix(sample1, sample0, sx)
, sy);
}

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@ -0,0 +1,112 @@
#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#include "vhs_mpalko.inc"
#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;
//////////// -- SET UP LUTS HERE -- ////////////
#define iChannel0 Source
//////////////// -- END PASSES AND LUTS -- ////////////////
//////////// -- SET UP SHADERTOY VARIABLES -- ////////////
float iGlobalTime = float(params.FrameCount)*0.025;
float iTime = float(params.FrameCount)*0.025;
vec2 iResolution = params.OutputSize.xy;
#define FragCoord (params.OutputSize.xy * vTexCoord.xy)
int iFrame = int(params.FrameCount);
//////////// -- END SHADERTOY VARIABLES -- ////////////
//////////// -- PASTE SHADERTOY HERE -- ////////////
// Downsample buffer A and convert to YIQ color space
vec3 downsampleVideo(vec2 uv, vec2 pixelSize, ivec2 samples)
{
//return texture(VIDEO_TEXTURE, uv).rgb * rgb2yiq;
vec2 uvStart = uv - pixelSize / 2.0;
vec2 uvEnd = uv + pixelSize;
vec3 result = vec3(0.0, 0.0, 0.0);
for (int i_u = 0; i_u < samples.x; i_u++)
{
float u = lerp(uvStart.x, uvEnd.x, float(i_u) / float(samples.x));
for (int i_v = 0; i_v < samples.y; i_v++)
{
float v = lerp(uvStart.y, uvEnd.y, float(i_v) / float(samples.y));
result += texture(VIDEO_TEXTURE, vec2(u, v)).rgb;
}
}
return (result / float(samples.x * samples.y)) * rgb2yiq;
}
vec3 downsampleVideo(vec2 fragCoord, vec2 downsampledRes)
{
if (fragCoord.x > downsampledRes.x || fragCoord.y > downsampledRes.y)
{
return vec3(0.0);
}
vec2 uv = fragCoord / downsampledRes;
vec2 pixelSize = 1.0 / downsampledRes;
ivec2 samples = ivec2(8, 3);
pixelSize *= 1.0 + blurAmount; // Slight box blur to avoid aliasing
return downsampleVideo(uv, pixelSize, samples);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
vec2 resLuminance = min(maxResLuminance, vec2(iResolution));
vec2 resChroma = min(maxResChroma, vec2(iResolution));
float luminance = downsampleVideo(fragCoord, resLuminance).r;
vec2 chroma = downsampleVideo(fragCoord, resChroma).gb;
fragColor = vec4(luminance, chroma, 1);
}
//////////// -- END SHADERTOY -- ////////////
void main()
{
mainImage(FragColor, FragCoord.xy);
}

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@ -0,0 +1,78 @@
#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#include "vhs_mpalko.inc"
#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;
//////////// -- SET UP PASSES AND LUTS HERE -- ////////////
#define iChannel1 Source
//////////////// -- END PASSES AND LUTS -- ////////////////
float iGlobalTime = float(params.FrameCount)*0.025;
float iTime = float(params.FrameCount)*0.025;
vec2 iResolution = params.OutputSize.xy;
#define FragCoord (params.OutputSize.xy * vTexCoord.xy)
//////////// -- PASTE SHADERTOY HERE -- ////////////
vec2 rotate(vec2 v, float a)
{
float s = sin(a);
float c = cos(a);
mat2 m = mat2(c, -s, s, c);
return m * v;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord / iResolution.xy;
vec2 resLuminance = min(maxResLuminance, vec2(iResolution));
vec2 resChroma = min(maxResChroma, vec2(iResolution));
vec2 uvLuminance = uv * (resLuminance / vec2(iResolution));
vec2 uvChroma = uv * (resChroma / vec2(iResolution));
vec3 result;
float luminance = textureBicubic(iChannel1, uvLuminance).x;
vec2 chroma = textureBicubic(iChannel1, uvChroma).yz;
result = vec3(luminance, chroma) * yiq2rgb;
fragColor = vec4(result, 1);
}
//////////// -- END SHADERTOY -- ////////////
void main()
{
mainImage(FragColor, FragCoord.xy);
}

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@ -1,4 +1,11 @@
shaders = 1
shaders = 2
shader0 = shaders/vhs.slang
filter_linear0 = true
filter_linear0 = true
shader1 = shaders/rewind.slang
filter_linear1 = true
textures = "rew;play"
play = resources/play.png
rew = resources/rew.png

11
vhs/vhs_mpalko.slangp Normal file
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@ -0,0 +1,11 @@
shaders = 2
shader0 = shaders/vhs_mpalko/vhs_mpalko_pass0.slang
alias0 = Pass1
float_framebuffer0 = true
filter_linear0 = true
scale_type0 = source
scale0 = 4.0
shader1 = shaders/vhs_mpalko/vhs_mpalko_pass1.slang
filter_linear1 = true