#version 450 /////////////// // TV-out tweaks // Author: aliaspider - aliaspider@gmail.com // License: GPLv3 //////////////////////////////////////////////////////// // this shader is meant to be used when running // an emulator on a real CRT-TV @240p or @480i //////////////////////////////////////////////////////// layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float TVOUT_RESOLUTION; float TVOUT_COMPOSITE_CONNECTION; float TVOUT_TV_COLOR_LEVELS; float TVOUT_RESOLUTION_Y; float TVOUT_RESOLUTION_I; float TVOUT_RESOLUTION_Q; } params; // Basic settings: // signal resolution // higher = sharper #pragma parameter TVOUT_RESOLUTION "TVOut Signal Resolution" 256.0 0.0 1024.0 32.0 // default, minimum, maximum, optional step // simulate a composite connection instead of RGB #pragma parameter TVOUT_COMPOSITE_CONNECTION "TVOut Composite Enable" 0.0 0.0 1.0 1.0 // use TV video color range (16-235) // instead of PC full range (0-255) #pragma parameter TVOUT_TV_COLOR_LEVELS "TVOut TV Color Levels Enable" 0.0 0.0 1.0 1.0 //////////////////////////////////////////////////////// //////////////////////////////////////////////////////// // Advanced settings: // // these values will be used instead // if COMPOSITE_CONNECTION is defined // to simulate different signal resolutions(bandwidth) // for luma (Y) and chroma ( I and Q ) // this is just an approximation // and will only simulate the low bandwidth anspect of // composite signal, not the crosstalk between luma and chroma // Y = 4MHz I=1.3MHz Q=0.4MHz #pragma parameter TVOUT_RESOLUTION_Y "TVOut Luma (Y) Resolution" 256.0 0.0 1024.0 32.0 #pragma parameter TVOUT_RESOLUTION_I "TVOut Chroma (I) Resolution" 83.2 0.0 256.0 8.0 #pragma parameter TVOUT_RESOLUTION_Q "TVOut Chroma (Q) Resolution" 25.6 0.0 256.0 8.0 // formula is MHz=resolution*15750Hz // 15750Hz being the horizontal Frequency of NTSC // (=262.5*60Hz) //////////////////////////////////////////////////////// layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; mat3x3 RGB_to_YIQ = mat3x3( 0.299,0.587,0.114, 0.595716,-0.274453,-0.321263, 0.211456,-0.522591, 0.311135); mat3x3 YIQ_to_RGB = mat3x3( 1.0,0.9563,0.6210, 1.0,-0.2721,-0.6474, 1.0,-1.1070, 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 L(C) clamp((C -16.5/ 256.0)*256.0/(236.0-16.0),0.0,1.0) #define LCHR(C) clamp((C -16.5/ 256.0)*256.0/(240.0-16.0),0.0,1.0) #define mul(a,b) (b*a) vec3 LEVELS(vec3 c0) { if (params.TVOUT_TV_COLOR_LEVELS > 0.5) { if (params.TVOUT_COMPOSITE_CONNECTION > 0.5) return vec3(L(c0.x),LCHR(c0.y),LCHR(c0.z)); else return L(c0); } else return c0; } #define GETC(c) \ if (params.TVOUT_COMPOSITE_CONNECTION > 0.5) \ c = mul(RGB_to_YIQ,LEVELS(texture(Source, vec2(vTexCoord.x - X*oneT,vTexCoord.y)).xyz)); \ else \ c = (LEVELS(texture(Source, vec2(vTexCoord.x - X*oneT,vTexCoord.y)).xyz)) #define VAL(tempColor) \ if (params.TVOUT_COMPOSITE_CONNECTION > 0.5) \ 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)))); \ else \ tempColor += (c*STU(X,(params.TVOUT_RESOLUTION*oneI))) #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() { vec3 tempColor = vec3(0.0,0.0,0.0); float offset = fract((vTexCoord.x * params.SourceSize.x) - 0.5); float oneT = params.SourceSize.z; float oneI = params.SourceSize.z; float X; vec3 c; X = (offset-(-1)); GETC(c); VAL(tempColor); X = (offset-(0)); GETC(c); VAL(tempColor); X = (offset-(1)); GETC(c); VAL(tempColor); X = (offset-(2)); GETC(c); VAL(tempColor); if (params.TVOUT_COMPOSITE_CONNECTION > 0.5) tempColor=mul(YIQ_to_RGB,tempColor); FragColor = vec4(tempColor, 1.0); }