From fdb389c5497f1f5de896ad6a1518b9638ed37e71 Mon Sep 17 00:00:00 2001 From: hunterk Date: Tue, 9 Aug 2016 16:15:41 -0500 Subject: [PATCH] add aliaspider's GTU --- crt/gtu-v050.slangp | 19 ++++++ crt/shaders/gtu-v050/config.h | 3 + crt/shaders/gtu-v050/pass1.slang | 50 ++++++++++++++ crt/shaders/gtu-v050/pass2.slang | 92 ++++++++++++++++++++++++++ crt/shaders/gtu-v050/pass3.slang | 109 +++++++++++++++++++++++++++++++ 5 files changed, 273 insertions(+) create mode 100644 crt/gtu-v050.slangp create mode 100644 crt/shaders/gtu-v050/config.h create mode 100644 crt/shaders/gtu-v050/pass1.slang create mode 100644 crt/shaders/gtu-v050/pass2.slang create mode 100644 crt/shaders/gtu-v050/pass3.slang diff --git a/crt/gtu-v050.slangp b/crt/gtu-v050.slangp new file mode 100644 index 0000000..b0203c4 --- /dev/null +++ b/crt/gtu-v050.slangp @@ -0,0 +1,19 @@ +shaders = 3 + +shader0 = shaders/gtu-v050/pass1.slang +scale_type0 = source +scale0 = 1.0 +float_framebuffer0 = true + +shader1 = shaders/gtu-v050/pass2.slang +scale_type_x1 = viewport +scale_x1 = 1.0 +scale_type_y1 = source +scale_y1 = 1.0 +filter_linear1 = false +float_framebuffer1 = true + +shader2 = shaders/gtu-v050/pass3.slang +scale_type2 = viewport +scale_2 = 1.0 +filter_linear2 = false \ No newline at end of file diff --git a/crt/shaders/gtu-v050/config.h b/crt/shaders/gtu-v050/config.h new file mode 100644 index 0000000..4c0c1ca --- /dev/null +++ b/crt/shaders/gtu-v050/config.h @@ -0,0 +1,3 @@ +#pragma parameter compositeConnection "Composite Connection Enable" 0.0 0.0 1.0 1.0 + +#define FIXNUM 6 \ No newline at end of file diff --git a/crt/shaders/gtu-v050/pass1.slang b/crt/shaders/gtu-v050/pass1.slang new file mode 100644 index 0000000..9eb5f50 --- /dev/null +++ b/crt/shaders/gtu-v050/pass1.slang @@ -0,0 +1,50 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + float compositeConnection; +} params; + + + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +//////////////////////////////////////////////////////// +// GTU version 0.50 +// Author: aliaspider - aliaspider@gmail.com +// License: GPLv3 +//////////////////////////////////////////////////////// + +#include "config.h" + +#define RGB_to_YIQ mat3x3( 0.299 , 0.595716 , 0.211456 , 0.587 , -0.274453 , -0.522591 , 0.114 , -0.321263 , 0.311135 ) + +#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; + +void main() +{ + vec4 c = texture(Source, vTexCoord); + if(params.compositeConnection > 0.0) + c.rgb = c.rgb * RGB_to_YIQ; + FragColor = c; +} \ No newline at end of file diff --git a/crt/shaders/gtu-v050/pass2.slang b/crt/shaders/gtu-v050/pass2.slang new file mode 100644 index 0000000..fe1203c --- /dev/null +++ b/crt/shaders/gtu-v050/pass2.slang @@ -0,0 +1,92 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + float signalResolution; + float signalResolutionI; + float signalResolutionQ; + float compositeConnection; +} params; + +#pragma parameter signalResolution "Signal Resolution Y" 256.0 16.0 1024.0 16.0 +#pragma parameter signalResolutionI "Signal Resolution I" 83.0 1.0 350.0 2.0 +#pragma parameter signalResolutionQ "Signal Resolution Q" 25.0 1.0 350.0 2.0 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +//////////////////////////////////////////////////////// +// GTU version 0.50 +// Author: aliaspider - aliaspider@gmail.com +// License: GPLv3 +//////////////////////////////////////////////////////// + +#include "config.h" + +#define YIQ_to_RGB mat3x3( 1.0 , 1.0 , 1.0 , 0.9563 , -0.2721 , -1.1070 , 0.6210 , -0.6474 , 1.7046 ) +#define pi 3.14159265358 +#define a(x) abs(x) +#define d(x,b) (pi*b*min(a(x)+0.5,1.0/b)) +#define e(x,b) (pi*b*min(max(a(x)-0.5,-1.0/b),1.0/b)) +#define STU(x,b) ((d(x,b)+sin(d(x,b))-e(x,b)-sin(e(x,b)))/(2.0*pi)) +//#define X(i) (offset-(i)) +#define GETC (texture(Source, vec2(vTexCoord.x - X * params.SourceSize.z, vTexCoord.y)).rgb) + +#define VAL_composite vec3((c.x*STU(X,(params.signalResolution * params.SourceSize.z))),(c.y*STU(X,(params.signalResolutionI * params.SourceSize.z))),(c.z*STU(X,(params.signalResolutionQ * params.SourceSize.z)))) +#define VAL (c*STU(X,(params.signalResolution * params.SourceSize.z))) + +#define PROCESS(i) X=(offset-(i));c=GETC;tempColor+=VAL; +#define PROCESS_composite(i) X=(offset-(i));c=GETC;tempColor+=VAL_composite; + +#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; + +void main() +{ + float offset = fract((vTexCoord.x * params.SourceSize.x) - 0.5); + vec3 tempColor = vec3(0.0); + float X; + vec3 c; + float range; + if (params.compositeConnection > 0.0) + range=ceil(0.5+params.SourceSize.x/min(min(params.signalResolution,params.signalResolutionI),params.signalResolutionQ)); + else + range=ceil(0.5+params.SourceSize.x/params.signalResolution); + + float i; + if(params.compositeConnection > 0.0){ + for (i=-range;i 0.0) + tempColor=clamp(tempColor * YIQ_to_RGB,0.0,1.0); + else + tempColor=clamp(tempColor,0.0,1.0); + + // tempColor=clamp(tempColor,0.0,1.0); + FragColor = vec4(tempColor, 1.0); +} \ No newline at end of file diff --git a/crt/shaders/gtu-v050/pass3.slang b/crt/shaders/gtu-v050/pass3.slang new file mode 100644 index 0000000..d0e20dd --- /dev/null +++ b/crt/shaders/gtu-v050/pass3.slang @@ -0,0 +1,109 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + float noScanlines; + float tvVerticalResolution; + float blackLevel; + float contrast; + float compositeConnection; +} params; + +#pragma parameter noScanlines "No Scanlines" 0.0 0.0 1.0 1.0 +#pragma parameter tvVerticalResolution "TV Vertical Resolution" 250.0 20.0 1000.0 10.0 +#pragma parameter blackLevel "Black Level" 0.07 -0.30 0.30 0.01 +#pragma parameter contrast "Contrast" 1.0 0.0 2.0 0.1 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +//////////////////////////////////////////////////////// +// GTU version 0.50 +// Author: aliaspider - aliaspider@gmail.com +// License: GPLv3 +//////////////////////////////////////////////////////// + +#include "config.h" + +#define pi 3.14159265358 +#define normalGauss(x) ((exp(-(x)*(x)*0.5))/sqrt(2.0*pi)) + +float normalGaussIntegral(float x) +{ + float a1 = 0.4361836; + float a2 = -0.1201676; + float a3 = 0.9372980; + float p = 0.3326700; + float t = 1.0 / (1.0 + p*abs(x)); + return (0.5-normalGauss(x) * (t*(a1 + t*(a2 + a3*t))))*sign(x); +} + +vec3 scanlines( float x , vec3 c){ + float temp=sqrt(2*pi)*(params.tvVerticalResolution * params.SourceSize.w); + + float rrr=0.5*(params.SourceSize.y * params.OutputSize.w); + float x1=(x+rrr)*temp; + float x2=(x-rrr)*temp; + c.r=(c.r*(normalGaussIntegral(x1)-normalGaussIntegral(x2))); + c.g=(c.g*(normalGaussIntegral(x1)-normalGaussIntegral(x2))); + c.b=(c.b*(normalGaussIntegral(x1)-normalGaussIntegral(x2))); + c*=(params.OutputSize.y * params.SourceSize.w); + return c; +} + +#define Y(j) (offset.y-(j)) +#define a(x) abs(x) +#define d(x,b) (pi*b*min(a(x)+0.5,1.0/b)) +#define e(x,b) (pi*b*min(max(a(x)-0.5,-1.0/b),1.0/b)) +#define STU(x,b) ((d(x,b)+sin(d(x,b))-e(x,b)-sin(e(x,b)))/(2.0*pi)) + +#define SOURCE(j) vec2(vTexCoord.x,vTexCoord.y - Y(j) * params.SourceSize.w) +#define C(j) (texture(Source, SOURCE(j)).xyz) + + +#define VAL(j) (C(j)*STU(Y(j),(params.tvVerticalResolution * params.SourceSize.w))) + +#define VAL_scanlines(j) (scanlines(Y(j),C(j))) + +#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; + +void main() +{ + vec2 offset = fract((vTexCoord.xy * params.SourceSize.xy) - 0.5); + vec3 tempColor = vec3(0.0); + + float range=ceil(0.5+params.SourceSize.y/params.tvVerticalResolution); + + float i; + + if (params.noScanlines > 0.0) + for (i=-range;i