(pal) Port @svofski's CRT shader to libretro.

Tried to add the phase noise feature found in his crt.py software
version.
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Arzed Five 2016-07-22 19:32:09 +01:00
parent e518f8fae0
commit c2e4647849

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pal/pal-singlepass.slang Normal file
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#version 450
/*
pal-singlepass.slang
svo's PAL single pass shader, ported to libretro
------------------------------------------------
"Software composite video modulation/demodulation experiments
The idea is to reproduce in GLSL shaders realistic composite-like
artifacting by applying PAL modulation and demodulation.
Digital texture, passed through the model of an analog channel,
should suffer same effects as its analog counterpart and exhibit properties,
such as dot crawl and colour bleeding, that may be desirable for faithful
reproduction of look and feel of old computer games."
https://github.com/svofski/CRT
Copyright (C) 2015 Viacheslav Slavinsky (svo)
*/
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
} 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;
/* Config options */
/* FIR lowpass gain */
#define FIR_GAIN 1.5
/* Inverse gain for luma recovery (correct for stripes) */
#define FIR_INVGAIN 1.1
/* phase noise (2.5 for crappy cable) */
#define PHASE_NOISE 1.0
/* Subcarrier frequency */
#define FSC 4433618.75
/* Line frequency */
#define FLINE 15625
#define VISIBLELINES 312
#define PI 3.14159265358
#define RGB_to_YIQ mat3x3( 0.299, 0.595716, 0.211456,\
0.587, -0.274453, -0.522591,\
0.114, -0.321263, 0.311135)
#define YIQ_to_RGB mat3x3( 1.0 , 1.0, 1.0,\
0.9563, -0.2721, -1.1070,\
0.6210, -0.6474, 1.7046)
#define RGB_to_YUV mat3x3( 0.299, -0.14713, 0.615,\
0.587, -0.28886, -0.514991,\
0.114, 0.436, -0.10001)
#define YUV_to_RGB mat3x3( 1.0, 1.0, 1.0,\
0.0, -0.39465, 2.03211,\
1.13983, -0.58060, 0.0)
#define fetch(ofs,center,invx) texture(Source, vec2((ofs) * (invx) + center.x, center.y))
#define FIRTAPS 20
float FIR[FIRTAPS] = float[FIRTAPS] (
-0.008030271,
0.003107906,
0.016841352,
0.032545161,
0.049360136,
0.066256720,
0.082120150,
0.095848433,
0.106453014,
0.113151423,
0.115441842,
0.113151423,
0.106453014,
0.095848433,
0.082120150,
0.066256720,
0.049360136,
0.032545161,
0.016841352,
0.003107906
);
/* subcarrier counts per scan line = FSC/FLINE = 283.7516 */
/* We save the reciprocal of this only to optimize it */
float counts_per_scanline_reciprocal = 0.00352420920269701;
float width_ratio;
float height_ratio;
float altv;
float invx;
/* http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ */
float rand(vec2 co)
{
float a = 12.9898;
float b = 78.233;
float c = 43758.5453;
float dt = dot(co.xy, vec2(a, b));
float sn = mod(dt,3.14);
return fract(sin(sn) * c);
}
float modulated(vec2 xy, float sinwt, float coswt) {
vec3 rgb = fetch(0, xy, invx).xyz;
vec3 yuv = RGB_to_YUV * rgb;
return clamp(yuv.x + yuv.y * sinwt + yuv.z * coswt, 0.0, 1.0);
}
vec2 modem_uv(vec2 xy, float ofs) {
float t = (xy.x + ofs * invx) * global.SourceSize.x;
float wt = t * 2 * PI / width_ratio;
float sinwt = sin(wt);
float coswt = cos(wt + altv);
vec3 rgb = fetch(ofs, xy, invx).xyz;
vec3 yuv = RGB_to_YUV * rgb;
float signal = clamp(yuv.x + yuv.y * sinwt + yuv.z * coswt, 0.0, 1.0);
if (PHASE_NOISE != 0)
{
/* .yy is horizontal noise, .xx looks bad, .xy is classic noise */
vec2 seed = vTexCoord.yy + global.FrameCount;
wt = wt + PHASE_NOISE * (rand(seed) - 0.5);
sinwt = sin(wt);
coswt = cos(wt + altv);
}
return vec2(signal * sinwt, signal * coswt);
}
void main()
{
vec2 xy = vTexCoord;
width_ratio = global.SourceSize.x * (counts_per_scanline_reciprocal);
height_ratio = global.SourceSize.y / VISIBLELINES;
altv = mod(floor(xy.y * VISIBLELINES + 0.5), 2.0) * PI;
invx = 0.25 * (counts_per_scanline_reciprocal); // equals 4 samples per Fsc period
// lowpass U/V at baseband
vec2 filtered = vec2(0.0, 0.0);
for (int i = 0; i < FIRTAPS; i++) {
vec2 uv = modem_uv(xy, i - FIRTAPS*0.5);
filtered += FIR_GAIN * uv * FIR[i];
}
float t = xy.x * global.SourceSize.x;
float wt = t * 2 * PI / width_ratio;
float sinwt = sin(wt);
float coswt = cos(wt + altv);
float luma = modulated(xy, sinwt, coswt) - FIR_INVGAIN * (filtered.x * sinwt + filtered.y * coswt);
vec3 yuv_result = vec3(luma, filtered.x, filtered.y);
FragColor = vec4(YUV_to_RGB * yuv_result, 1.0);
}