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Create analog_overshoot.slang
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105
ntsc/shaders/analog_overshoot.slang
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105
ntsc/shaders/analog_overshoot.slang
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#version 450
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// Analog Overshoot
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// by Astherix
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// adapted for slang from NTSC Codec (w/Overshoot & Noise) shadertoy
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// https://www.shadertoy.com/view/flG3zd
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// Licensed LGPLv3
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// This pass applies a simulation of analog overshoot, which
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// is the cause for ghosting artifacts around edges (sharp transitions)
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// This is not necessary for encoding/decoding.
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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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float hermite_tension, hermite_bias, decode_chroma_luma_separately;
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} params;
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// These two define the tension and bias parameters
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// of the Hermite interpolation function
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// Values closer to 0.5 on both parameters yield
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// more aggressive ghosting artifacts
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#pragma parameter hermite_tension "Hermite Tension" 0.25 0.01 1.0 0.01
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#pragma parameter hermite_bias "Hermite Bias" 0.75 0.01 1.0 0.01
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#pragma parameter decode_chroma_luma_separately "Decode Chroma and Luma Separately" 1.0 0.0 1.0 1.0
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#define DECODE_CHROMA_LUMA_SEPARATELY params.decode_chroma_luma_separately
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#define HERMITE_TENSION params.hermite_tension
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#define HERMITE_BIAS params.hermite_bias
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#define iChannel0 Source
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#define iResolution params.OutputSize.xy
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#define fragCoord (vTexCoord.xy * params.OutputSize.xy)
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#define fragColor FragColor
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#define iFrame params.FrameCount
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#define iTime (params.FrameCount / 60)
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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 * 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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float hermite(float y0, float y1, float y2, float y3, float m, float tension, float bias) {
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float m2 = m*m,
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m3 = m2*m,
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m0 = (y1-y0)*(1.0+bias)*(1.0-tension)/2.0;
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m0 = m0 + (y2-y1)*(1.0-bias)*(1.0-tension)/2.0;
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float m1 = (y2-y1)*(1.0+bias)*(1.0-tension)/2.0;
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m1 = m1 + (y3-y2)*(1.0-bias)*(1.0-tension)/2.0;
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float a0 = 2.0*m3 - 3.0*m2 + 1.0,
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a1 = m3 - 2.0*m2 + m,
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a2 = m3 - m2,
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a3 = -2.0*m3 + 3.0*m2;
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return (a0*y1+a1*m0+a2*m1+a3*y2);
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}
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void main()
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{
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vec2 px = vTexCoord.xy * params.OutputSize.zw;
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// Normalized pixel coordinates (from 0 to 1)
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vec2 fcm1 = vec2(fragCoord.x-4.0, fragCoord.y)/iResolution.xy,
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fcm0 = vec2(fragCoord.x-0.0, fragCoord.y)/iResolution.xy,
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fcp1 = vec2(fragCoord.x+4.0, fragCoord.y)/iResolution.xy,
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fcp2 = vec2(fragCoord.x+8.0, fragCoord.y)/iResolution.xy;
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vec3 y0 = texture(Source, fcm1).xyz,
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y1 = texture(Source, fcm0).xyz,
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y2 = texture(Source, fcp1).xyz,
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y3 = texture(Source, fcp2).xyz;
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vec3 o = y1;
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float l = HERMITE_TENSION, y = HERMITE_BIAS;
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vec3 f = vec3(
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hermite(y0.x, y1.x, y2.x, y3.x, l, y, y * 50.0),
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hermite(y0.y, y1.y, y2.y, y3.y, l, y, y * 50.0),
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hermite(y0.z, y1.z, y2.z, y3.z, l, y, y * 50.0)
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);
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fragColor = mix(vec4(f, 1.0), vec4(y1, 1.0), DECODE_CHROMA_LUMA_SEPARATELY);
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}
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