mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
update vhs shader with new OSD and rewind effect (yay! thanks to LazyBumHorse for FrameDirection)
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vhs/resources/rew.png
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vhs/resources/rew.png
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95
vhs/shaders/rewind.slang
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95
vhs/shaders/rewind.slang
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@ -0,0 +1,95 @@
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#version 450
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// VHS Rewind Effect
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// adapter from VHS Pause Effect shadertoy by caaaaaaarter
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// https://www.shadertoy.com/view/4lB3Dc
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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int FrameDirection;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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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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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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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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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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layout(set = 0, binding = 3) uniform sampler2D rew;
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#define iTime float(params.FrameCount)
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float rand(vec2 co)
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{
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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float onOff(float a, float b, float c, float framecount)
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{
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return step(c, sin((framecount * 0.001) + a*cos((framecount * 0.001)*b)));
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}
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vec2 jumpy(vec2 uv, float framecount)
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{
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vec2 look = uv;
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float window = 1./(1.+80.*(look.y-mod(framecount/4.,1.))*(look.y-mod(framecount/4.,1.)));
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look.x += 0.05 * sin(look.y*10. + framecount)/20.*onOff(4.,4.,.3, framecount)*(0.5+cos(framecount*20.))*window;
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float vShift = 0.4*onOff(2.,3.,.9, framecount)*(sin(framecount)*sin(framecount*20.) +
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(0.5 + 0.1*sin(framecount*200.)*cos(framecount)));
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look.y = mod(look.y - 0.01 * vShift, 1.);
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return look;
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}
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void main()
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{
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vec4 texColor = texture(Source, vTexCoord);
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if (float(params.FrameDirection) < 0.0)
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{
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vec2 uv = vTexCoord.xy;
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uv.x -= sin(0.0006 * mod(iTime, 11.0)) * cos(mod(iTime, 17.0) * -uv.y);
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texColor = texture(Source, jumpy(uv, iTime));
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vec4 rew_osd = texture(rew, jumpy(vTexCoord, iTime));
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rew_osd.a = ((mod(iTime, 100.0) < 50.0)) ? rew_osd.a : 0.0;
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texColor = mix(texColor, rew_osd, rew_osd.a);
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// get position to sample
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vec2 samplePosition = uv.xy - vec2(0.0, 0.45);
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float whiteNoise;
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// Jitter each line left and right
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samplePosition.x += (rand(vec2(iTime,vTexCoord.y))+0.5);
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// Jitter the whole picture up and down
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samplePosition.y = samplePosition.y+(rand(vec2(iTime))-0.5)/32.0;
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// Slightly add color noise to each line
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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;
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// Either sample the texture, or just make the pixel white (to get the staticy-bit at the bottom)
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whiteNoise = rand(vec2(floor(samplePosition.y*160.0),floor(samplePosition.x*cos(iTime)))+vec2(iTime,0.));
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if ((whiteNoise > 11.5-30.0*samplePosition.y || whiteNoise < 1.5-5.0*samplePosition.y) &&
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(whiteNoise > 11.5-30.0*(samplePosition.y + 0.5) || whiteNoise < 1.5-5.0*(samplePosition.y + 0.4))) {
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// Sample the texture.
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samplePosition.y = 1.0-samplePosition.y; //Fix for upside-down texture
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} else {
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// Use white. (I'm adding here so the color noise still applies)
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texColor += vec4(0.5 + rand(samplePosition));
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}
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}
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FragColor = texColor;
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}
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@ -11,6 +11,7 @@ layout(push_constant) uniform Push
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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int FrameDirection;
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float wiggle;
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float smear;
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} params;
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@ -42,6 +43,7 @@ void main()
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layout(location = 0) in vec2 vTexCoord;
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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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layout(set = 0, binding = 3) uniform sampler2D play;
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#define iTime mod(float(FrameCount), 7.0)
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#define iChannel0 Source
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@ -164,6 +166,12 @@ void main()
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final.xyz =Blur(uv,c);
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float q = rgb2yiq(final.xyz).b;
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final = vec4(yiq2rgb(vec3(y,i,q))-pow(s+e*2.0,3.0), 1.0);
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vec4 play_osd = texture(play, uv2);
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float timer = (params.FrameDirection > 0.5) ? float(FrameCount) : 0.0;
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float show_overlay = (mod(timer, 100.0) < 50.0) && (timer != 0.0) && (timer < 500.0) ? play_osd.a : 0.0;
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show_overlay = clamp(show_overlay, 0.0, 1.0);
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final = mix(final, play_osd, show_overlay);
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FragColor = final;
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}
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78
vhs/shaders/vhs_mpalko/vhs_mpalko.inc
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78
vhs/shaders/vhs_mpalko/vhs_mpalko.inc
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@ -0,0 +1,78 @@
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#define lerp mix
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#define NTSC 0
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#define PAL 1
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// Effect params
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#define VIDEO_STANDARD PAL
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#if VIDEO_STANDARD == NTSC
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const vec2 maxResLuminance = vec2(333.0, 480.0);
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const vec2 maxResChroma = vec2(40.0, 480.0);
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#elif VIDEO_STANDARD == PAL
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const vec2 maxResLuminance = vec2(335.0, 576.0);
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const vec2 maxResChroma = vec2(40.0, 240.0);
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#endif
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const vec2 blurAmount = vec2(0.2, 0.2);
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// End effect params
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#define VIDEO_TEXTURE iChannel0
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mat3 rgb2yiq = 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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mat3 yiq2rgb = mat3(1, 1, 1,
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0.956, -0.272, -1.106,
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0.621, -0.647, 1.703);
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// from http://www.java-gaming.org/index.php?topic=35123.0
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vec4 cubic(float v)
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{
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vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
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vec4 s = n * n * n;
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float x = s.x;
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float y = s.y - 4.0 * s.x;
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float z = s.z - 4.0 * s.y + 6.0 * s.x;
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float w = 6.0 - x - y - z;
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return vec4(x, y, z, w) * (1.0/6.0);
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}
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vec4 textureBicubic(sampler2D tex, vec2 texCoords)
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{
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vec2 texSize = vec2(textureSize(tex, 0));
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vec2 invTexSize = vec2(1.0) / texSize;
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texCoords = texCoords * texSize - 0.5;
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vec2 fxy = fract(texCoords);
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texCoords -= fxy;
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vec4 xcubic = cubic(fxy.x);
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vec4 ycubic = cubic(fxy.y);
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vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy;
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vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
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vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s;
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offset *= invTexSize.xxyy;
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vec4 sample0 = texture(tex, offset.xz);
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vec4 sample1 = texture(tex, offset.yz);
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vec4 sample2 = texture(tex, offset.xw);
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vec4 sample3 = texture(tex, offset.yw);
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float sx = s.x / (s.x + s.y);
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float sy = s.z / (s.z + s.w);
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return mix(
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mix(sample3, sample2, sx), mix(sample1, sample0, sx)
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, sy);
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}
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112
vhs/shaders/vhs_mpalko/vhs_mpalko_pass0.slang
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vhs/shaders/vhs_mpalko/vhs_mpalko_pass0.slang
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@ -0,0 +1,112 @@
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#include "vhs_mpalko.inc"
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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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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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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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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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//////////// -- SET UP LUTS HERE -- ////////////
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#define iChannel0 Source
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//////////////// -- END PASSES AND LUTS -- ////////////////
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//////////// -- SET UP SHADERTOY VARIABLES -- ////////////
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float iGlobalTime = float(params.FrameCount)*0.025;
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float iTime = float(params.FrameCount)*0.025;
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vec2 iResolution = params.OutputSize.xy;
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#define FragCoord (params.OutputSize.xy * vTexCoord.xy)
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int iFrame = int(params.FrameCount);
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//////////// -- END SHADERTOY VARIABLES -- ////////////
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//////////// -- PASTE SHADERTOY HERE -- ////////////
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// Downsample buffer A and convert to YIQ color space
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vec3 downsampleVideo(vec2 uv, vec2 pixelSize, ivec2 samples)
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{
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//return texture(VIDEO_TEXTURE, uv).rgb * rgb2yiq;
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vec2 uvStart = uv - pixelSize / 2.0;
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vec2 uvEnd = uv + pixelSize;
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vec3 result = vec3(0.0, 0.0, 0.0);
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for (int i_u = 0; i_u < samples.x; i_u++)
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{
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float u = lerp(uvStart.x, uvEnd.x, float(i_u) / float(samples.x));
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for (int i_v = 0; i_v < samples.y; i_v++)
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{
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float v = lerp(uvStart.y, uvEnd.y, float(i_v) / float(samples.y));
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result += texture(VIDEO_TEXTURE, vec2(u, v)).rgb;
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}
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}
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return (result / float(samples.x * samples.y)) * rgb2yiq;
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}
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vec3 downsampleVideo(vec2 fragCoord, vec2 downsampledRes)
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{
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if (fragCoord.x > downsampledRes.x || fragCoord.y > downsampledRes.y)
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{
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return vec3(0.0);
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}
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vec2 uv = fragCoord / downsampledRes;
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vec2 pixelSize = 1.0 / downsampledRes;
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ivec2 samples = ivec2(8, 3);
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pixelSize *= 1.0 + blurAmount; // Slight box blur to avoid aliasing
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return downsampleVideo(uv, pixelSize, samples);
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}
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void mainImage(out vec4 fragColor, in vec2 fragCoord)
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{
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vec2 resLuminance = min(maxResLuminance, vec2(iResolution));
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vec2 resChroma = min(maxResChroma, vec2(iResolution));
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float luminance = downsampleVideo(fragCoord, resLuminance).r;
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vec2 chroma = downsampleVideo(fragCoord, resChroma).gb;
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fragColor = vec4(luminance, chroma, 1);
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}
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//////////// -- END SHADERTOY -- ////////////
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void main()
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{
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mainImage(FragColor, FragCoord.xy);
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}
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78
vhs/shaders/vhs_mpalko/vhs_mpalko_pass1.slang
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78
vhs/shaders/vhs_mpalko/vhs_mpalko_pass1.slang
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#include "vhs_mpalko.inc"
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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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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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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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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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//////////// -- SET UP PASSES AND LUTS HERE -- ////////////
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#define iChannel1 Source
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//////////////// -- END PASSES AND LUTS -- ////////////////
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float iGlobalTime = float(params.FrameCount)*0.025;
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float iTime = float(params.FrameCount)*0.025;
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vec2 iResolution = params.OutputSize.xy;
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#define FragCoord (params.OutputSize.xy * vTexCoord.xy)
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//////////// -- PASTE SHADERTOY HERE -- ////////////
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vec2 rotate(vec2 v, float a)
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{
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float s = sin(a);
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float c = cos(a);
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mat2 m = mat2(c, -s, s, c);
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return m * v;
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 uv = fragCoord / iResolution.xy;
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vec2 resLuminance = min(maxResLuminance, vec2(iResolution));
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vec2 resChroma = min(maxResChroma, vec2(iResolution));
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vec2 uvLuminance = uv * (resLuminance / vec2(iResolution));
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vec2 uvChroma = uv * (resChroma / vec2(iResolution));
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vec3 result;
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float luminance = textureBicubic(iChannel1, uvLuminance).x;
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vec2 chroma = textureBicubic(iChannel1, uvChroma).yz;
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result = vec3(luminance, chroma) * yiq2rgb;
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fragColor = vec4(result, 1);
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}
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//////////// -- END SHADERTOY -- ////////////
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void main()
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{
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mainImage(FragColor, FragCoord.xy);
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}
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@ -1,4 +1,11 @@
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shaders = 1
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shaders = 2
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shader0 = shaders/vhs.slang
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filter_linear0 = true
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filter_linear0 = true
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shader1 = shaders/rewind.slang
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filter_linear1 = true
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textures = "rew;play"
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play = resources/play.png
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rew = resources/rew.png
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11
vhs/vhs_mpalko.slangp
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11
vhs/vhs_mpalko.slangp
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shaders = 2
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shader0 = shaders/vhs_mpalko/vhs_mpalko_pass0.slang
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alias0 = Pass1
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float_framebuffer0 = true
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filter_linear0 = true
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scale_type0 = source
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scale0 = 4.0
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shader1 = shaders/vhs_mpalko/vhs_mpalko_pass1.slang
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filter_linear1 = true
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