#version 450 // Analog Overshoot // by Astherix // adapted for slang from NTSC Codec (w/Overshoot & Noise) shadertoy // https://www.shadertoy.com/view/flG3zd // Licensed LGPLv3 // This pass applies a simulation of analog overshoot, which // is the cause for ghosting artifacts around edges (sharp transitions) // This is not necessary for encoding/decoding. layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float hermite_tension, hermite_bias, decode_chroma_luma_separately; } params; // These two define the tension and bias parameters // of the Hermite interpolation function // Values closer to 0.5 on both parameters yield // more aggressive ghosting artifacts #pragma parameter hermite_tension "Hermite Tension" 0.25 0.01 1.0 0.01 #pragma parameter hermite_bias "Hermite Bias" 0.75 0.01 1.0 0.01 #pragma parameter decode_chroma_luma_separately "Decode Chroma and Luma Separately" 1.0 0.0 1.0 1.0 #define DECODE_CHROMA_LUMA_SEPARATELY params.decode_chroma_luma_separately #define HERMITE_TENSION params.hermite_tension #define HERMITE_BIAS params.hermite_bias #define iChannel0 Source #define iResolution params.OutputSize.xy #define fragCoord (vTexCoord.xy * params.OutputSize.xy) #define fragColor FragColor #define iFrame params.FrameCount #define iTime (params.FrameCount / 60) 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 * 1.0001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; float hermite(float y0, float y1, float y2, float y3, float m, float tension, float bias) { float m2 = m*m, m3 = m2*m, m0 = (y1-y0)*(1.0+bias)*(1.0-tension)/2.0; m0 = m0 + (y2-y1)*(1.0-bias)*(1.0-tension)/2.0; float m1 = (y2-y1)*(1.0+bias)*(1.0-tension)/2.0; m1 = m1 + (y3-y2)*(1.0-bias)*(1.0-tension)/2.0; float a0 = 2.0*m3 - 3.0*m2 + 1.0, a1 = m3 - 2.0*m2 + m, a2 = m3 - m2, a3 = -2.0*m3 + 3.0*m2; return (a0*y1+a1*m0+a2*m1+a3*y2); } void main() { vec2 px = vTexCoord.xy * params.OutputSize.zw; // Normalized pixel coordinates (from 0 to 1) vec2 fcm1 = vec2(fragCoord.x-4.0, fragCoord.y)/iResolution.xy, fcm0 = vec2(fragCoord.x-0.0, fragCoord.y)/iResolution.xy, fcp1 = vec2(fragCoord.x+4.0, fragCoord.y)/iResolution.xy, fcp2 = vec2(fragCoord.x+8.0, fragCoord.y)/iResolution.xy; vec3 y0 = texture(Source, fcm1).xyz, y1 = texture(Source, fcm0).xyz, y2 = texture(Source, fcp1).xyz, y3 = texture(Source, fcp2).xyz; vec3 o = y1; float l = HERMITE_TENSION, y = HERMITE_BIAS; vec3 f = vec3( hermite(y0.x, y1.x, y2.x, y3.x, l, y, y * 50.0), hermite(y0.y, y1.y, y2.y, y3.y, l, y, y * 50.0), hermite(y0.z, y1.z, y2.z, y3.z, l, y, y * 50.0) ); fragColor = mix(vec4(f, 1.0), vec4(y1, 1.0), DECODE_CHROMA_LUMA_SEPARATELY); }