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add tvout-tweaks shader
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157
crt/shaders/tvout-tweaks.slang
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157
crt/shaders/tvout-tweaks.slang
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#version 450
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///////////////
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// TV-out tweaks
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// Author: aliaspider - aliaspider@gmail.com
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// License: GPLv3
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////////////////////////////////////////////////////////
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// this shader is meant to be used when running
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// an emulator on a real CRT-TV @240p or @480i
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////////////////////////////////////////////////////////
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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 TVOUT_RESOLUTION;
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float TVOUT_COMPOSITE_CONNECTION;
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float TVOUT_TV_COLOR_LEVELS;
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float TVOUT_RESOLUTION_Y;
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float TVOUT_RESOLUTION_I;
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float TVOUT_RESOLUTION_Q;
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} params;
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// Basic settings:
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// signal resolution
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// higher = sharper
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#pragma parameter TVOUT_RESOLUTION "TVOut Signal Resolution" 256.0 0.0 1024.0 32.0 // default, minimum, maximum, optional step
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// simulate a composite connection instead of RGB
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#pragma parameter TVOUT_COMPOSITE_CONNECTION "TVOut Composite Enable" 0.0 0.0 1.0 1.0
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// use TV video color range (16-235)
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// instead of PC full range (0-255)
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#pragma parameter TVOUT_TV_COLOR_LEVELS "TVOut TV Color Levels Enable" 0.0 0.0 1.0 1.0
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////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////
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// Advanced settings:
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//
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// these values will be used instead
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// if COMPOSITE_CONNECTION is defined
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// to simulate different signal resolutions(bandwidth)
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// for luma (Y) and chroma ( I and Q )
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// this is just an approximation
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// and will only simulate the low bandwidth anspect of
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// composite signal, not the crosstalk between luma and chroma
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// Y = 4MHz I=1.3MHz Q=0.4MHz
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#pragma parameter TVOUT_RESOLUTION_Y "TVOut Luma (Y) Resolution" 256.0 0.0 1024.0 32.0
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#pragma parameter TVOUT_RESOLUTION_I "TVOut Chroma (I) Resolution" 83.2 0.0 256.0 8.0
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#pragma parameter TVOUT_RESOLUTION_Q "TVOut Chroma (Q) Resolution" 25.6 0.0 256.0 8.0
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// formula is MHz=resolution*15750Hz
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// 15750Hz being the horizontal Frequency of NTSC
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// (=262.5*60Hz)
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////////////////////////////////////////////////////////
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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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mat3x3 RGB_to_YIQ = mat3x3(
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0.299,0.587,0.114,
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0.595716,-0.274453,-0.321263,
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0.211456,-0.522591, 0.311135);
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mat3x3 YIQ_to_RGB = mat3x3(
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1.0,0.9563,0.6210,
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1.0,-0.2721,-0.6474,
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1.0,-1.1070, 1.7046);
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#define pi 3.14159265358
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#define a(x) abs(x)
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#define d(x,b) (pi*b*min(a(x)+0.5,1.0/b))
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#define e(x,b) (pi*b*min(max(a(x)-0.5,-1.0/b),1.0/b))
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#define STU(x,b) ((d(x,b)+sin(d(x,b))-e(x,b)-sin(e(x,b)))/(2.0*pi))
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//#define X(i) (offset-(i))
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#define L(C) clamp((C -16.5/ 256.0)*256.0/(236.0-16.0),0.0,1.0)
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#define LCHR(C) clamp((C -16.5/ 256.0)*256.0/(240.0-16.0),0.0,1.0)
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#define mul(a,b) (b*a)
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vec3 LEVELS(vec3 c0)
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{
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if (params.TVOUT_TV_COLOR_LEVELS > 0.5)
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{
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if (params.TVOUT_COMPOSITE_CONNECTION > 0.5)
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return vec3(L(c0.x),LCHR(c0.y),LCHR(c0.z));
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else
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return L(c0);
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}
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else
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return c0;
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}
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#define GETC(c) \
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if (params.TVOUT_COMPOSITE_CONNECTION > 0.5) \
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c = mul(RGB_to_YIQ,LEVELS(texture(Source, vec2(vTexCoord.x - X*oneT,vTexCoord.y)).xyz)); \
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else \
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c = (LEVELS(texture(Source, vec2(vTexCoord.x - X*oneT,vTexCoord.y)).xyz))
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#define VAL(tempColor) \
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if (params.TVOUT_COMPOSITE_CONNECTION > 0.5) \
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tempColor += vec3((c.x*STU(X,(params.TVOUT_RESOLUTION_Y*oneI))),(c.y*STU(X,(params.TVOUT_RESOLUTION_I*oneI))),(c.z*STU(X,(params.TVOUT_RESOLUTION_Q*oneI)))); \
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else \
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tempColor += (c*STU(X,(params.TVOUT_RESOLUTION*oneI)))
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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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void main()
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{
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vec3 tempColor = vec3(0.0,0.0,0.0);
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float offset = fract((vTexCoord.x * params.SourceSize.x) - 0.5);
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float oneT = params.SourceSize.z;
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float oneI = params.SourceSize.z;
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float X;
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vec3 c;
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X = (offset-(-1));
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GETC(c);
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VAL(tempColor);
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X = (offset-(0));
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GETC(c);
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VAL(tempColor);
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X = (offset-(1));
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GETC(c);
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VAL(tempColor);
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X = (offset-(2));
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GETC(c);
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VAL(tempColor);
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if (params.TVOUT_COMPOSITE_CONNECTION > 0.5)
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tempColor=mul(YIQ_to_RGB,tempColor);
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FragColor = vec4(tempColor, 1.0);
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}
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4
crt/tvout-tweaks.slangp
Normal file
4
crt/tvout-tweaks.slangp
Normal file
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@ -0,0 +1,4 @@
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shaders = 1
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shader0 = shaders/tvout-tweaks.slang
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filter_linear0 = false
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