#version 450 ///////////////////////////// GPL LICENSE NOTICE ///////////////////////////// // crt-maximus-royale: A fully customizable extension for crt-royale shader, // inside a TV / MONITOR BOX with backlight and some other cool stuff. // Copyright (C) 2022 DigiDwrf // // This program is free software; you can redistribute it and/or modify it // under the terms of the GNU General Public License as published by the Free // Software Foundation; either version 2 of the License, or any later version. // // This program is distributed in the hope that it will be useful, but WITHOUT // ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or // FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for // more details. // // You should have received a copy of the GNU General Public License along with // this program; if not, write to the Free Software Foundation, Inc., 59 Temple // Place, Suite 330, Boston, MA 02111-1307 USA layout(push_constant) uniform Push { float h2x; float CVBS_SVIDEO_RGB; float CVBS_RES; float CVBS_PHASE; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; uint FrameCount; } global; #pragma parameter h2x "Horizontal Scale" 2.0 0.0 2.0 1.0 #pragma parameter CVBS_SVIDEO_RGB "CVBS - SVIDEO - RGB" 0.0 0.0 2.0 1.0 #pragma parameter CVBS_RES "CVBS Intensity" 0.0 0.0 1.0 1.0 #pragma parameter CVBS_PHASE "CVBS Phase" 3.0 2.0 4.0 1.0 #define PI 3.14159265 #define CMF_TWO_PHASE (4.0 * PI / 15.0) #define CMF_THREE_PHASE (PI / 3.0) #define FRGART (params.h2x + params.CVBS_RES) mat3 mix_matCVBS = mat3( 1.0, FRGART, FRGART, FRGART, 2.0, 0.0, FRGART, 0.0, 2.0 ); mat3 mix_matSVIDEO = mat3( 1.0, 0.0, 0.0, 0.0, 2.0, 0.0, 0.0, 0.0, 2.0 ); #include "ntsc_rgbyuv.inc" #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out vec2 pix_no; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; if (params.CVBS_SVIDEO_RGB < 2) { vec2 cutH = vec2(1.0); vec2 doubleY = vec2(1.0); vec2 Src_Size = global.SourceSize.xy * vec2(0.25, 1.0); vec2 Out_Size = global.OutputSize.xy * vec2(0.5, 1.0); if (params.h2x == 0.0) { cutH.x = 4.0; } if (params.h2x == 1.0) { cutH.x = 2.0; } if (global.OriginalSize.y > 400) { doubleY.y = 0.5; } vec2 SrcSize = Src_Size / cutH; vec2 OutSize = Out_Size / cutH; pix_no = TexCoord * SrcSize * (OutSize / SrcSize) * doubleY; } } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 pix_no; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec3 col = texture(Source, vTexCoord).rgb; vec3 yiq; vec3 yiqsum; float chroma_phase; float mod_phase; float i_mod; float q_mod; float CHROMA_MOD_FREQ; float PHASE_MOD_FREQ; if (params.CVBS_SVIDEO_RGB < 2) { yiq = rgb2yiq(col); if (params.CVBS_PHASE == 2) CHROMA_MOD_FREQ = CMF_TWO_PHASE; if (params.CVBS_PHASE >= 3) CHROMA_MOD_FREQ = CMF_THREE_PHASE; if (params.CVBS_PHASE == 4) PHASE_MOD_FREQ = 2.0; else PHASE_MOD_FREQ = 3.0; chroma_phase = 0.6667 * PI * (mod(pix_no.y, PHASE_MOD_FREQ) + global.FrameCount); mod_phase = chroma_phase + (pix_no.x) * CHROMA_MOD_FREQ; i_mod = cos(mod_phase); q_mod = sin(mod_phase); yiq.yz *= vec2(i_mod, q_mod); // Modulate. if (params.CVBS_SVIDEO_RGB == 0) { yiq *= mix_matCVBS; } // Cross-talk. if (params.CVBS_SVIDEO_RGB == 1) { yiq *= mix_matSVIDEO; } // Cross-talk. yiq.yz *= vec2(i_mod, q_mod); // Demodulate. col = yiq; } FragColor = vec4(col, 1.0); }