#version 450 // license:BSD-3-Clause // copyright-holders:Ryan Holtz,ImJezze //----------------------------------------------------------------------------- // NTSC Effect //----------------------------------------------------------------------------- layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; #include "mame_parameters.inc" //----------------------------------------------------------------------------- // Constants //----------------------------------------------------------------------------- const float PI = 3.1415927f; const float PI2 = PI * 2.0f; const vec4 YDot = vec4(0.299f, 0.587f, 0.114f, 0.0f); const vec4 IDot = vec4(0.595716f, -0.274453f, -0.321263f, 0.0f); const vec4 QDot = vec4(0.211456f, -0.522591f, 0.311135f, 0.0f); const vec3 RDot = vec3(1.0f, 0.956f, 0.621f); const vec3 GDot = vec3(1.0f, -0.272f, -0.647f); const vec3 BDot = vec3(1.0f, -1.106f, 1.703f); const vec4 OffsetX = vec4(0.0f, 0.25f, 0.50f, 0.75f); const vec4 NotchOffset = vec4(0.0f, 1.0f, 2.0f, 3.0f); const int SampleCount = 64; const int HalfSampleCount = SampleCount / 2; #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; #define DiffuseSampler Source #define SourceDims params.SourceSize.xy float AValue = global.avalue; float BValue = global.bvalue; float CCValue = global.ccvalue; float OValue = global.ovalue; float PValue = global.pvalue; float ScanTime = global.scantime; float NotchHalfWidth = global.notchhalfwidth; float YFreqResponse = global.yfreqresponse; float IFreqResponse = global.ifreqresponse; float QFreqResponse = global.qfreqresponse; float SignalOffset = global.signaloffset; vec4 GetCompositeYIQ(vec2 coord) { vec2 PValueSourceTexel = vec2(PValue / SourceDims.x, 0.0f); vec2 C0 = coord + PValueSourceTexel * OffsetX.x; vec2 C1 = coord + PValueSourceTexel * OffsetX.y; vec2 C2 = coord + PValueSourceTexel * OffsetX.z; vec2 C3 = coord + PValueSourceTexel * OffsetX.w; vec4 Cx = vec4(C0.x, C1.x, C2.x, C3.x); vec4 Cy = vec4(C0.y, C1.y, C2.y, C3.y); vec4 Texel0 = texture(DiffuseSampler, C0); vec4 Texel1 = texture(DiffuseSampler, C1); vec4 Texel2 = texture(DiffuseSampler, C2); vec4 Texel3 = texture(DiffuseSampler, C3); vec4 HPosition = Cx; vec4 VPosition = Cy; vec4 Y = vec4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot)); vec4 I = vec4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot)); vec4 Q = vec4(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 * SourceDims.y) / WoPI; vec4 T = HPosition + HOffset + VPosition * VScale; vec4 TW = T * W; vec4 CompositeYIQ = Y + I * cos(TW) + Q * sin(TW); return CompositeYIQ; } void main() { if(!NTSCSignal) { FragColor = texture(DiffuseSampler, vTexCoord); return; } else { vec4 BaseTexel = texture(DiffuseSampler, vTexCoord); float TimePerSample = ScanTime / (SourceDims.x * 4.0f); float Fc_y1 = (CCValue - NotchHalfWidth) * TimePerSample; float Fc_y2 = (CCValue + NotchHalfWidth) * TimePerSample; float Fc_y3 = YFreqResponse * TimePerSample; float Fc_i = IFreqResponse * TimePerSample; float Fc_q = QFreqResponse * TimePerSample; float Fc_i_2 = Fc_i * 2.0f; float Fc_q_2 = Fc_q * 2.0f; float Fc_y1_2 = Fc_y1 * 2.0f; float Fc_y2_2 = Fc_y2 * 2.0f; float Fc_y3_2 = Fc_y3 * 2.0f; float Fc_i_pi2 = Fc_i * PI2; float Fc_q_pi2 = Fc_q * PI2; float Fc_y1_pi2 = Fc_y1 * PI2; float Fc_y2_pi2 = Fc_y2 * PI2; float Fc_y3_pi2 = Fc_y3 * PI2; float PI2Length = PI2 / SampleCount; float W = PI2 * CCValue * ScanTime; float WoPI = W / PI; float HOffset = (BValue + SignalOffset) / WoPI; float VScale = (AValue * SourceDims.y) / WoPI; vec4 YAccum = vec4(0.0); vec4 IAccum = vec4(0.0); vec4 QAccum = vec4(0.0); vec4 Cy = vTexCoord.yyyy; vec4 VPosition = Cy; for (float i = 0; i < SampleCount; i += 4.0f) { float n = i - HalfSampleCount; vec4 n4 = n + NotchOffset; vec4 Cx = vTexCoord.x + (n4 * 0.25f) / SourceDims.x; vec4 HPosition = Cx; vec4 C = GetCompositeYIQ(vec2(Cx.r, Cy.r)); vec4 T = HPosition + HOffset + VPosition * VScale; vec4 WT = W * T + OValue; vec4 SincKernel = 0.54f + 0.46f * cos(PI2Length * n4); vec4 SincYIn1 = Fc_y1_pi2 * n4; vec4 SincYIn2 = Fc_y2_pi2 * n4; vec4 SincYIn3 = Fc_y3_pi2 * n4; vec4 SincIIn = Fc_i_pi2 * n4; vec4 SincQIn = Fc_q_pi2 * n4; vec4 SincY1, SincY2, SincY3; SincY1.x = (SincYIn1.x != 0.0f) ? sin(SincYIn1.x) / SincYIn1.x : 1.0f; SincY1.y = (SincYIn1.y != 0.0f) ? sin(SincYIn1.y) / SincYIn1.y : 1.0f; SincY1.z = (SincYIn1.z != 0.0f) ? sin(SincYIn1.z) / SincYIn1.z : 1.0f; SincY1.w = (SincYIn1.w != 0.0f) ? sin(SincYIn1.w) / SincYIn1.w : 1.0f; SincY2.x = (SincYIn2.x != 0.0f) ? sin(SincYIn2.x) / SincYIn2.x : 1.0f; SincY2.y = (SincYIn2.y != 0.0f) ? sin(SincYIn2.y) / SincYIn2.y : 1.0f; SincY2.z = (SincYIn2.z != 0.0f) ? sin(SincYIn2.z) / SincYIn2.z : 1.0f; SincY2.w = (SincYIn2.w != 0.0f) ? sin(SincYIn2.w) / SincYIn2.w : 1.0f; SincY3.x = (SincYIn3.x != 0.0f) ? sin(SincYIn3.x) / SincYIn3.x : 1.0f; SincY3.y = (SincYIn3.y != 0.0f) ? sin(SincYIn3.y) / SincYIn3.y : 1.0f; SincY3.z = (SincYIn3.z != 0.0f) ? sin(SincYIn3.z) / SincYIn3.z : 1.0f; SincY3.w = (SincYIn3.w != 0.0f) ? sin(SincYIn3.w) / SincYIn3.w : 1.0f; vec4 IdealY, IdealI, IdealQ; IdealY = (Fc_y1_2 * SincY1 - Fc_y2_2 * SincY2) + Fc_y3_2 * SincY3; IdealI.x = Fc_i_2 * (SincIIn.x != 0.0f ? sin(SincIIn.x) / SincIIn.x : 1.0f); IdealI.y = Fc_i_2 * (SincIIn.y != 0.0f ? sin(SincIIn.y) / SincIIn.y : 1.0f); IdealI.z = Fc_i_2 * (SincIIn.z != 0.0f ? sin(SincIIn.z) / SincIIn.z : 1.0f); IdealI.w = Fc_i_2 * (SincIIn.w != 0.0f ? sin(SincIIn.w) / SincIIn.w : 1.0f); IdealQ.x = Fc_q_2 * (SincQIn.x != 0.0f ? sin(SincQIn.x) / SincQIn.x : 1.0f); IdealQ.y = Fc_q_2 * (SincQIn.y != 0.0f ? sin(SincQIn.y) / SincQIn.y : 1.0f); IdealQ.z = Fc_q_2 * (SincQIn.z != 0.0f ? sin(SincQIn.z) / SincQIn.z : 1.0f); IdealQ.w = Fc_q_2 * (SincQIn.w != 0.0f ? sin(SincQIn.w) / SincQIn.w : 1.0f); vec4 FilterY = SincKernel * IdealY; vec4 FilterI = SincKernel * IdealI; vec4 FilterQ = SincKernel * IdealQ; YAccum = YAccum + C * FilterY; IAccum = IAccum + C * cos(WT) * FilterI; QAccum = QAccum + C * sin(WT) * FilterQ; } vec3 YIQ = vec3( (YAccum.r + YAccum.g + YAccum.b + YAccum.a), (IAccum.r + IAccum.g + IAccum.b + IAccum.a) * 2.0f, (QAccum.r + QAccum.g + QAccum.b + QAccum.a) * 2.0f); vec3 RGB = vec3( dot(YIQ, RDot), dot(YIQ, GDot), dot(YIQ, BDot)); FragColor = vec4(RGB, BaseTexel.a); } }