mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 07:41:31 +11:00
port ntsc-simple to slang (#471)
* Update and rename ntsc-feather.slangp to ntsc-simple.slangp * Update and rename ntsc-feather.slang to ntsc-simple.slang
This commit is contained in:
parent
eef1782313
commit
b3145db598
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shaders = 1
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shader0 = shaders/ntsc-simple/ntsc-feather.slang
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filter_linear0 = true
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7
ntsc/ntsc-simple.slangp
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7
ntsc/ntsc-simple.slangp
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shaders = 1
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shader0 = shaders/ntsc-simple/ntsc-simple.slang
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filter_linear0 = "false"
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scale_type_x0 = "source"
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scale_x0 = "1.000000"
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scale_type_y0 = "source"
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scale_y0 = "1.000000"
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#version 450
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layout(push_constant) uniform Push
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{
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float MASK;
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float COMPOSITE_LOWPASS;
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float COL_BLEED;
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float NTSC_COL;
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} params;
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#pragma parameter MASK "Color Subcarrier Artifacts" 0.08 0.0 1.0 0.01
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#pragma parameter COMPOSITE_LOWPASS "Composite Lowpass" 0.8 0.0 2.0 0.05
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#pragma parameter COL_BLEED "Chroma Bleed" 1.4 0.0 2.0 0.05
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#pragma parameter NTSC_COL "NTSC Colors " 0.0 0.0 1.0 1.0
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#define MASK params.MASK
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#define COMPOSITE_LOWPASS params.COMPOSITE_LOWPASS
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#define COL_BLEED params.COL_BLEED
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#define NTSC_COL params.NTSC_COL
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#define PI 3.141592
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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} global;
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#define OutputSize global.OutputSize
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#define SourceSize global.SourceSize
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#define OriginalSize global.OriginalSize
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#define FrameCount global.FrameCount
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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 * 1.0001;
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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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mat3 RGBtoYIQ = mat3(
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0.2989, 0.5870, 0.1140,
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0.5959, -0.2744, -0.3216,
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0.2115, -0.5229, 0.3114);
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mat3 YIQtoRGB = mat3(
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1.0, 0.956, 0.6210,
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1.0, -0.2720, -0.6474,
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1.0, -1.1060, 1.7046);
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const mat3 NTSC = mat3(
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1.8088923, -0.6480268, -0.0833558,
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0.4062922 , 0.6175271, -0.0038849,
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-0.0025872, -0.103848 , 1.182318);
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#define Time sin(float(FrameCount))
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float phase = OriginalSize.x<300.0 ? 4.0*PI/15.0 : PI/3.0;
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#define SC MASK*sin(vTexCoord.x*SourceSize.x*phase)+1.0-MASK
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void main()
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{
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vec2 cent = floor(vTexCoord*SourceSize.xy)+0.5;
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vec2 coords = cent*SourceSize.zw;
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coords = vec2(mix(vTexCoord.x,coords.x,0.2),coords.y);
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vec3 res = texture(Source,coords).rgb; res *= RGBtoYIQ;
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float onetexel = SourceSize.z*COMPOSITE_LOWPASS;
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float bleed = SourceSize.z*COL_BLEED;
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vec3 resr = texture(Source,coords-(vec2(2.0*bleed,0.0))).rgb; resr *= RGBtoYIQ;
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vec3 resru = texture(Source,coords-(vec2(onetexel,0.0))).rgb; resru *= RGBtoYIQ;
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vec3 resrr = texture(Source,coords-(vec2(3.0*bleed,0.0))).rgb; resrr *= RGBtoYIQ;
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vec3 resl = texture(Source,coords+(vec2(2.0*bleed,0.0))).rgb; resl *= RGBtoYIQ;
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vec3 reslu = texture(Source,coords+(vec2(bleed,0.0))).rgb; reslu *= RGBtoYIQ;
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vec3 resll = texture(Source,coords+(vec2(3.0*bleed,0.0))).rgb; resll *= RGBtoYIQ;
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//color bleed
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res.gb += (resr.gb+resl.gb+resrr.gb+resll.gb+reslu.gb+resru.gb); res.gb /= 7.0;
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//overall bluriness
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res.r = (res.r + resru.r)/2.0;
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vec3 checker = texture(Source,vTexCoord - vec2(0.25/OriginalSize.x,0.0)).rgb; checker *= RGBtoYIQ;
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vec3 checkerl = texture(Source,vTexCoord + vec2(0.1/OriginalSize.x,0.0)).rgb; checkerl *= RGBtoYIQ;
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float diff = res.g-checker.g;
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float diffl = res.g-checkerl.g;
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float ydiff = res.r-checker.r;
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float ydiffl = res.r-checkerl.r;
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float x = mod(floor(vTexCoord.x*SourceSize.x),2.0);
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float y = mod(floor(vTexCoord.y*SourceSize.y),2.0);
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//Color subcarrier pattern
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if (y == 0.0 && x == 0.0 && Time < 0.0 && diff > 0.0 || y == 0.0 && x == 1.0 && Time > 0.0 && diff > 0.0)
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res.b *= SC; // ok
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else if (y == 1.0 && x == 1.0 && Time < 0.0 && diff > 0.0 || y == 1.0 && x == 0.0 && Time > 0.0 && diff > 0.0)
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res.b *= SC; // ok
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else if (y == 0.0 && x == 0.0 && Time < 0.0 && ydiff < 0.0 || y == 0.0 && x == 1.0 && Time > 0.0 && ydiff < 0.0)
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res.r *= SC; // ok
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else if (y == 1.0 && x == 1.0 && Time < 0.0 && ydiff < 0.0 || y == 1.0 && x == 0.0 && Time > 0.0 && ydiff < 0.0)
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res.r *= SC; // ok
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else if (y == 0.0 && x == 0.0 && Time < 0.0 && ydiffl < 0.0 || y == 0.0 && x == 1.0 && Time > 0.0 && ydiffl < 0.0)
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res.r *= SC;
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else if (y == 1.0 && x == 1.0 && Time < 0.0 && ydiffl < 0.0 || y == 1.0 && x == 0.0 && Time > 0.0 && ydiffl < 0.0)
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res.r *= SC;
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//for testing
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//if (ydiffl < 0.0) res = vec3(0.0);
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///
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res *= YIQtoRGB;
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if (NTSC_COL == 1.0)res *= NTSC;
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FragColor = vec4(res,1.0);
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}
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146
ntsc/shaders/ntsc-simple/ntsc-simple.slang
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146
ntsc/shaders/ntsc-simple/ntsc-simple.slang
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#version 450
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/*
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Simple S-video like shader by DariusG 2023
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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*/
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layout(push_constant) uniform Push
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{
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float CHR_BLUR, L_BLUR, CHROMA_SATURATION, BRIGHTNESS, IHUE, QHUE;
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} params;
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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 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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#pragma parameter QHUE "Q SHIFT (green to purple)" 0.0 -1.0 1.0 0.01
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#define CHR_BLUR params.CHR_BLUR
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#define L_BLUR params.L_BLUR
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#define CHROMA_SATURATION params.CHROMA_SATURATION
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#define BRIGHTNESS params.BRIGHTNESS
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#define IHUE params.IHUE
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#define QHUE params.QHUE
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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} global;
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#define OutputSize global.OutputSize
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#define SourceSize global.SourceSize
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#define OriginalSize global.OriginalSize
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#define FrameCount global.FrameCount
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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 * 1.0001;
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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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#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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// Size of the decoding FIR filter
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#define FIR_SIZE 20
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// YIQ to RGB matrices
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const mat3 yiq_to_rgb = mat3(1.000, 1.000, 1.000,
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0.956,-0.272,-1.106,
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0.621,-0.647, 1.703);
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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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return a0 - (a1 * cos((2.0 * PI * n) / N)) + (a2 * cos((4.0 * PI * n) / N));
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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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// Chroma decoder oscillator frequency
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float fc = SourceSize.x*TAU;
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float counter = 0.0;
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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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// 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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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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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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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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// 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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// CHROMA decode end!
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counter++;
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}
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yiq.yz /= counter;
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yiq.r /= counter/4.0;
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// Saturate chroma (IQ)
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yiq.yz *= CHROMA_SATURATION;
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// Control CHROMA Hue
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yiq *= mix_mat;
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// return to RGB
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FragColor = vec4((yiq_to_rgb * yiq), 1.0);
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}
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