#version 450 // NTSC-Adaptive // based on Themaister's NTSC shader layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; float ntsc_scale; float ntsc_phase; float auto_res; float ntsc_ring; float ntsc_cscale; } global; #pragma parameter ntsc_cscale "NTSC Chroma Scaling / Bleeding" 1.0 0.20 2.25 0.05 #pragma parameter ntsc_scale "NTSC Resolution Scaling" 1.0 0.20 2.5 0.025 #pragma parameter ntsc_phase "NTSC Phase: Auto | 2 phase | 3 phase" 1.0 1.0 3.0 1.0 #pragma parameter ntsc_ring "NTSC Anti-Ringing" 0.0 0.0 1.0 1.0 #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 - vec2(0.5 / global.SourceSize.x, 0.0); // Compensate for decimate-by-2. } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; vec3 fetch_offset(float offset, float one_x) { return vec3(texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).x, texture(Source, vTexCoord + vec2((offset) * (one_x/global.ntsc_cscale), 0.0)).yz); } const mat3 yiq2rgb_mat = mat3( 1.0, 0.956, 0.6210, 1.0, -0.2720, -0.6474, 1.0, -1.1060, 1.7046); vec3 yiq2rgb(vec3 yiq) { return yiq * yiq2rgb_mat; } const mat3 yiq_mat = mat3( 0.2989, 0.5870, 0.1140, 0.5959, -0.2744, -0.3216, 0.2115, -0.5229, 0.3114 ); vec3 rgb2yiq(vec3 col) { return col * yiq_mat; } const int TAPS_2_phase = 32; const float luma_filter_2_phase[33] = float[33]( -0.000174844, -0.000205844, -0.000149453, -0.000051693, 0.000000000, -0.000066171, -0.000245058, -0.000432928, -0.000472644, -0.000252236, 0.000198929, 0.000687058, 0.000944112, 0.000803467, 0.000363199, 0.000013422, 0.000253402, 0.001339461, 0.002932972, 0.003983485, 0.003026683, -0.001102056, -0.008373026, -0.016897700, -0.022914480, -0.021642347, -0.008863273, 0.017271957, 0.054921920, 0.098342579, 0.139044281, 0.168055832, 0.178571429); const float chroma_filter_2_phase[33] = float[33]( 0.001384762, 0.001678312, 0.002021715, 0.002420562, 0.002880460, 0.003406879, 0.004004985, 0.004679445, 0.005434218, 0.006272332, 0.007195654, 0.008204665, 0.009298238, 0.010473450, 0.011725413, 0.013047155, 0.014429548, 0.015861306, 0.017329037, 0.018817382, 0.020309220, 0.021785952, 0.023227857, 0.024614500, 0.025925203, 0.027139546, 0.028237893, 0.029201910, 0.030015081, 0.030663170, 0.031134640, 0.031420995, 0.031517031); const int TAPS_3_phase = 24; const float luma_filter_3_phase[25] = float[25]( -0.000012020, -0.000022146, -0.000013155, -0.000012020, -0.000049979, -0.000113940, -0.000122150, -0.000005612, 0.000170516, 0.000237199, 0.000169640, 0.000285688, 0.000984574, 0.002018683, 0.002002275, -0.000909882, -0.007049081, -0.013222860, -0.012606931, 0.002460860, 0.035868225, 0.084016453, 0.135563500, 0.175261268, 0.190176552); const float chroma_filter_3_phase[25] = float[25]( -0.000118847, -0.000271306, -0.000502642, -0.000930833, -0.001451013, -0.002064744, -0.002700432, -0.003241276, -0.003524948, -0.003350284, -0.002491729, -0.000721149, 0.002164659, 0.006313635, 0.011789103, 0.018545660, 0.026414396, 0.035100710, 0.044196567, 0.053207202, 0.061590275, 0.068803602, 0.074356193, 0.077856564, 0.079052396); void main() { float res = global.ntsc_scale; float OriginalSize = global.OriginalSize.x; float one_x = global.SourceSize.z / res; vec3 signal = vec3(0.0); float phase = (global.ntsc_phase < 1.5) ? ((OriginalSize > 300.0) ? 2.0 : 3.0) : ((global.ntsc_phase > 2.5) ? 3.0 : 2.0); if(phase < 2.5) { vec3 sums = fetch_offset(0.0 - 32.0, one_x) + fetch_offset(32.0 - 0.0, one_x); signal += sums * vec3(luma_filter_2_phase[0], chroma_filter_2_phase[0], chroma_filter_2_phase[0]); sums = fetch_offset(1.0 - 32.0, one_x) + fetch_offset(32.0 - 1.0, one_x); signal += sums * vec3(luma_filter_2_phase[1], chroma_filter_2_phase[1], chroma_filter_2_phase[1]); sums = fetch_offset(2.0 - 32.0, one_x) + fetch_offset(32.0 - 2.0, one_x); signal += sums * vec3(luma_filter_2_phase[2], chroma_filter_2_phase[2], chroma_filter_2_phase[2]); sums = fetch_offset(3.0 - 32.0, one_x) + fetch_offset(32.0 - 3.0, one_x); signal += sums * vec3(luma_filter_2_phase[3], chroma_filter_2_phase[3], chroma_filter_2_phase[3]); sums = fetch_offset(4.0 - 32.0, one_x) + fetch_offset(32.0 - 4.0, one_x); signal += sums * vec3(luma_filter_2_phase[4], chroma_filter_2_phase[4], chroma_filter_2_phase[4]); sums = fetch_offset(5.0 - 32.0, one_x) + fetch_offset(32.0 - 5.0, one_x); signal += sums * vec3(luma_filter_2_phase[5], chroma_filter_2_phase[5], chroma_filter_2_phase[5]); sums = fetch_offset(6.0 - 32.0, one_x) + fetch_offset(32.0 - 6.0, one_x); signal += sums * vec3(luma_filter_2_phase[6], chroma_filter_2_phase[6], chroma_filter_2_phase[6]); sums = fetch_offset(7.0 - 32.0, one_x) + fetch_offset(32.0 - 7.0, one_x); signal += sums * vec3(luma_filter_2_phase[7], chroma_filter_2_phase[7], chroma_filter_2_phase[7]); sums = fetch_offset(8.0 - 32.0, one_x) + fetch_offset(32.0 - 8.0, one_x); signal += sums * vec3(luma_filter_2_phase[8], chroma_filter_2_phase[8], chroma_filter_2_phase[8]); sums = fetch_offset(9.0 - 32.0, one_x) + fetch_offset(32.0 - 9.0, one_x); signal += sums * vec3(luma_filter_2_phase[9], chroma_filter_2_phase[9], chroma_filter_2_phase[9]); sums = fetch_offset(10.0 - 32.0, one_x) + fetch_offset(32.0 - 10.0, one_x); signal += sums * vec3(luma_filter_2_phase[10], chroma_filter_2_phase[10], chroma_filter_2_phase[10]); sums = fetch_offset(11.0 - 32.0, one_x) + fetch_offset(32.0 - 11.0, one_x); signal += sums * vec3(luma_filter_2_phase[11], chroma_filter_2_phase[11], chroma_filter_2_phase[11]); sums = fetch_offset(12.0 - 32.0, one_x) + fetch_offset(32.0 - 12.0, one_x); signal += sums * vec3(luma_filter_2_phase[12], chroma_filter_2_phase[12], chroma_filter_2_phase[12]); sums = fetch_offset(13.0 - 32.0, one_x) + fetch_offset(32.0 - 13.0, one_x); signal += sums * vec3(luma_filter_2_phase[13], chroma_filter_2_phase[13], chroma_filter_2_phase[13]); sums = fetch_offset(14.0 - 32.0, one_x) + fetch_offset(32.0 - 14.0, one_x); signal += sums * vec3(luma_filter_2_phase[14], chroma_filter_2_phase[14], chroma_filter_2_phase[14]); sums = fetch_offset(15.0 - 32.0, one_x) + fetch_offset(32.0 - 15.0, one_x); signal += sums * vec3(luma_filter_2_phase[15], chroma_filter_2_phase[15], chroma_filter_2_phase[15]); sums = fetch_offset(16.0 - 32.0, one_x) + fetch_offset(32.0 - 16.0, one_x); signal += sums * vec3(luma_filter_2_phase[16], chroma_filter_2_phase[16], chroma_filter_2_phase[16]); sums = fetch_offset(17.0 - 32.0, one_x) + fetch_offset(32.0 - 17.0, one_x); signal += sums * vec3(luma_filter_2_phase[17], chroma_filter_2_phase[17], chroma_filter_2_phase[17]); sums = fetch_offset(18.0 - 32.0, one_x) + fetch_offset(32.0 - 18.0, one_x); signal += sums * vec3(luma_filter_2_phase[18], chroma_filter_2_phase[18], chroma_filter_2_phase[18]); sums = fetch_offset(19.0 - 32.0, one_x) + fetch_offset(32.0 - 19.0, one_x); signal += sums * vec3(luma_filter_2_phase[19], chroma_filter_2_phase[19], chroma_filter_2_phase[19]); sums = fetch_offset(20.0 - 32.0, one_x) + fetch_offset(32.0 - 20.0, one_x); signal += sums * vec3(luma_filter_2_phase[20], chroma_filter_2_phase[20], chroma_filter_2_phase[20]); sums = fetch_offset(21.0 - 32.0, one_x) + fetch_offset(32.0 - 21.0, one_x); signal += sums * vec3(luma_filter_2_phase[21], chroma_filter_2_phase[21], chroma_filter_2_phase[21]); sums = fetch_offset(22.0 - 32.0, one_x) + fetch_offset(32.0 - 22.0, one_x); signal += sums * vec3(luma_filter_2_phase[22], chroma_filter_2_phase[22], chroma_filter_2_phase[22]); sums = fetch_offset(23.0 - 32.0, one_x) + fetch_offset(32.0 - 23.0, one_x); signal += sums * vec3(luma_filter_2_phase[23], chroma_filter_2_phase[23], chroma_filter_2_phase[23]); sums = fetch_offset(24.0 - 32.0, one_x) + fetch_offset(32.0 - 24.0, one_x); signal += sums * vec3(luma_filter_2_phase[24], chroma_filter_2_phase[24], chroma_filter_2_phase[24]); sums = fetch_offset(25.0 - 32.0, one_x) + fetch_offset(32.0 - 25.0, one_x); signal += sums * vec3(luma_filter_2_phase[25], chroma_filter_2_phase[25], chroma_filter_2_phase[25]); sums = fetch_offset(26.0 - 32.0, one_x) + fetch_offset(32.0 - 26.0, one_x); signal += sums * vec3(luma_filter_2_phase[26], chroma_filter_2_phase[26], chroma_filter_2_phase[26]); sums = fetch_offset(27.0 - 32.0, one_x) + fetch_offset(32.0 - 27.0, one_x); signal += sums * vec3(luma_filter_2_phase[27], chroma_filter_2_phase[27], chroma_filter_2_phase[27]); sums = fetch_offset(28.0 - 32.0, one_x) + fetch_offset(32.0 - 28.0, one_x); signal += sums * vec3(luma_filter_2_phase[28], chroma_filter_2_phase[28], chroma_filter_2_phase[28]); sums = fetch_offset(29.0 - 32.0, one_x) + fetch_offset(32.0 - 29.0, one_x); signal += sums * vec3(luma_filter_2_phase[29], chroma_filter_2_phase[29], chroma_filter_2_phase[29]); sums = fetch_offset(30.0 - 32.0, one_x) + fetch_offset(32.0 - 30.0, one_x); signal += sums * vec3(luma_filter_2_phase[30], chroma_filter_2_phase[30], chroma_filter_2_phase[30]); sums = fetch_offset(31.0 - 32.0, one_x) + fetch_offset(32.0 - 31.0, one_x); signal += sums * vec3(luma_filter_2_phase[31], chroma_filter_2_phase[31], chroma_filter_2_phase[31]); signal += texture(Source, vTexCoord).xyz * vec3(luma_filter_2_phase[TAPS_2_phase], chroma_filter_2_phase[TAPS_2_phase], chroma_filter_2_phase[TAPS_2_phase]); } else if(phase > 2.5) { for (int i = 0; i < TAPS_3_phase; i++) { float offset = float(i); vec3 sums = fetch_offset(offset - float(TAPS_3_phase), one_x) + fetch_offset(float(TAPS_3_phase) - offset, one_x); signal += sums * vec3(luma_filter_3_phase[i], chroma_filter_3_phase[i], chroma_filter_3_phase[i]); } signal += texture(Source, vTexCoord).xyz * vec3(luma_filter_3_phase[TAPS_3_phase], chroma_filter_3_phase[TAPS_3_phase], chroma_filter_3_phase[TAPS_3_phase]); } if (global.ntsc_ring > 0.5) { vec2 dx = vec2(global.OriginalSize.z / min(res, 1.0), 0.0); float a = texture(Source, vTexCoord - 1.5*dx).a; float b = texture(Source, vTexCoord - 0.5*dx).a; float c = texture(Source, vTexCoord + 1.5*dx).a; float d = texture(Source, vTexCoord + 0.5*dx).a; float e = texture(Source, vTexCoord ).a; signal.x = clamp(signal.x, min(min(min(a,b),min(c,d)),e), max(max(max(a,b),max(c,d)),e)); } signal.x = clamp(signal.x, -1.0, 1.0); vec3 rgb = signal; FragColor = vec4(rgb, 1.0); }