#version 450 // This is a port of the NTSC encode/decode shader pair in MAME and MESS, modified to use only // one pass rather than an encode pass and a decode pass. It accurately emulates the sort of // signal decimation one would see when viewing a composite signal, though it could benefit from a // pre-pass to re-size the input content to more accurately reflect the actual size that would // be incoming from a composite signal source. // // To encode the composite signal, I convert the RGB value to YIQ, then subsequently evaluate // the standard NTSC composite equation. Four composite samples per RGB pixel are generated from // the incoming linearly-interpolated texels. // // The decode pass implements a Fixed Impulse Response (FIR) filter designed by MAME/MESS contributor // "austere" in matlab (if memory serves correctly) to mimic the behavior of a standard television set // as closely as possible. The filter window is 83 composite samples wide, and there is an additional // notch filter pass on the luminance (Y) values in order to strip the color signal from the luminance // signal prior to processing. // // - UltraMoogleMan [8/2/2013] layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; #define float2 vec2 #define float3 vec3 #define float4 vec4 //----------------------------------------------------------------------------- // NTSC Pixel Shader //----------------------------------------------------------------------------- const float AValue = 0.5f; const float BValue = 0.5f; const float CCValue = 3.5795454f; const float OValue = 0.0f; const float PValue = 1.0f; const float ScanTime = 52.6f; const float NotchHalfWidth = 1.0f; const float YFreqResponse = 6.0f; const float IFreqResponse = 1.2f; const float QFreqResponse = 0.6f; const float SignalOffset = 0.0f; //----------------------------------------------------------------------------- // Constants //----------------------------------------------------------------------------- const float PI = 3.1415927f; const float PI2 = 6.2830854f; const float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f); const float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f); const float4 QDot = float4(0.211456f, -0.522591f, 0.311135f, 0.0f); const float3 RDot = float3(1.0f, 0.956f, 0.621f); const float3 GDot = float3(1.0f, -0.272f, -0.647f); const float3 BDot = float3(1.0f, -1.106f, 1.703f); const float4 OffsetX = float4(0.0f, 0.25f, 0.50f, 0.75f); const float4 NotchOffset = float4(0.0f, 1.0f, 2.0f, 3.0f); const int SampleCount = 64; const int HalfSampleCount = 32; float4 GetCompositeYIQ(sampler2D tex, float2 TexCoord, float2 size) { float2 PValueSourceTexel = float2(PValue / size.x, 0.0f); float2 C0 = TexCoord + PValueSourceTexel * OffsetX.x; float2 C1 = TexCoord + PValueSourceTexel * OffsetX.y; float2 C2 = TexCoord + PValueSourceTexel * OffsetX.z; float2 C3 = TexCoord + PValueSourceTexel * OffsetX.w; float4 Cx = float4(C0.x, C1.x, C2.x, C3.x); float4 Cy = float4(C0.y, C1.y, C2.y, C3.y); float4 Texel0 = texture(tex, C0); float4 Texel1 = texture(tex, C1); float4 Texel2 = texture(tex, C2); float4 Texel3 = texture(tex, C3); float4 HPosition = Cx; float4 VPosition = Cy; float4 Y = float4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot)); float4 I = float4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot)); float4 Q = float4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot)); float W = PI2 * CCValue * ScanTime; float WoPI = W / PI; float HOffset = (BValue + SignalOffset) / WoPI; float VScale = (AValue * size.y) / WoPI; float4 T = HPosition + HOffset + VPosition * VScale; float4 TW = T * W; float4 CompositeYIQ = Y + I * cos(TW) + Q * sin(TW); return CompositeYIQ; } layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } 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; void main() { FragColor = GetCompositeYIQ(Source, vTexCoord, params.SourceSize.xy); }