#version 450 // This is a port of the NTSC encode/decode shader pair in MAME and MESS, modified to use only // one pass rather than an encode pass and a decode pass. It accurately emulates the sort of // signal decimation one would see when viewing a composite signal, though it could benefit from a // pre-pass to re-size the input content to more accurately reflect the actual size that would // be incoming from a composite signal source. // // To encode the composite signal, I convert the RGB value to YIQ, then subsequently evaluate // the standard NTSC composite equation. Four composite samples per RGB pixel are generated from // the incoming linearly-interpolated texels. // // The decode pass implements a Fixed Impulse Response (FIR) filter designed by MAME/MESS contributor // "austere" in matlab (if memory serves correctly) to mimic the behavior of a standard television set // as closely as possible. The filter window is 83 composite samples wide, and there is an additional // notch filter pass on the luminance (Y) values in order to strip the color signal from the luminance // signal prior to processing. // // Yes, this code could greatly use some cleaning up. // ported from UltraMoogleMan's "Full MAME/MESS Shader Pipe" shadertoy: https://www.shadertoy.com/view/ldf3Rf // license: presumably MAME's license at the time, which was noncommercial layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; #include "constants.inc" 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; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; #define iChannel0 Source vec4 CompositeSample(vec2 UV, vec2 InverseRes) { vec2 InverseP = vec2(P, 0.0) * InverseRes; // UVs for four linearly-interpolated samples spaced 0.25 texels apart vec2 C0 = UV; vec2 C1 = UV + InverseP * 0.25; vec2 C2 = UV + InverseP * 0.50; vec2 C3 = UV + InverseP * 0.75; 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(iChannel0, C0); vec4 Texel1 = texture(iChannel0, C1); vec4 Texel2 = texture(iChannel0, C2); vec4 Texel3 = texture(iChannel0, C3); float Frequency = CCFrequency; //Frequency = Frequency;// Uncomment for bad color sync + (sin(UV.y * 2.0 - 1.0) / CCFrequency) * 0.001; // Calculated the expected time of the sample. vec4 T = A2 * Cy * vec4(params.SourceSize.y) + B + Cx; vec4 W = vec4(Pi2ScanTime * Frequency); vec4 TW = T * W; vec4 Y = vec4(dot(Texel0, YTransform), dot(Texel1, YTransform), dot(Texel2, YTransform), dot(Texel3, YTransform)); vec4 I = vec4(dot(Texel0, ITransform), dot(Texel1, ITransform), dot(Texel2, ITransform), dot(Texel3, ITransform)); vec4 Q = vec4(dot(Texel0, QTransform), dot(Texel1, QTransform), dot(Texel2, QTransform), dot(Texel3, QTransform)); vec4 Encoded = Y + I * cos(TW) + Q * sin(TW); return (Encoded - MinC) * InvCRange; } vec4 NTSCCodec(vec2 UV, vec2 InverseRes) { vec4 YAccum = Zero; vec4 IAccum = Zero; vec4 QAccum = Zero; float QuadXSize = params.SourceSize.x * 4.0; float TimePerSample = ScanTime / QuadXSize; // Frequency cutoffs for the individual portions of the signal that we extract. // Y1 and Y2 are the positive and negative frequency limits of the notch filter on Y. // Y3 is the center of the frequency response of the Y filter. // I is the center of the frequency response of the I filter. // Q is the center of the frequency response of the Q filter. float Fc_y1 = NotchLowerFrequency * TimePerSample; float Fc_y2 = NotchUpperFrequency * TimePerSample; float Fc_y3 = YFrequency * TimePerSample; float Fc_i = IFrequency * TimePerSample; float Fc_q = QFrequency * TimePerSample; float Pi2Fc_y1 = Fc_y1 * Pi2; float Pi2Fc_y2 = Fc_y2 * Pi2; float Pi2Fc_y3 = Fc_y3 * Pi2; float Pi2Fc_i = Fc_i * Pi2; float Pi2Fc_q = Fc_q * Pi2; float Fc_y1_2 = Fc_y1 * 2.0; float Fc_y2_2 = Fc_y2 * 2.0; float Fc_y3_2 = Fc_y3 * 2.0; float Fc_i_2 = Fc_i * 2.0; float Fc_q_2 = Fc_q * 2.0; vec4 CoordY = vec4(UV.y); // 83 composite samples wide, 4 composite pixels per texel for(float n = -31.0; n < 32.0; n += 4.0) { vec4 n4 = n + NotchOffset; vec4 CoordX = UV.x + InverseRes.x * n4 * 0.25; vec2 TexCoord = vec2(CoordX.x, CoordY.x); vec4 C = CompositeSample(TexCoord, InverseRes) * CRange + MinC; vec4 WT = W * (CoordX + A2 * CoordY * params.SourceSize.y + B); vec4 Cosine = 0.54 + 0.46 * cos(Pi2Length * n4); vec4 SincYIn1 = Pi2Fc_y1 * n4; vec4 SincYIn2 = Pi2Fc_y2 * n4; vec4 SincYIn3 = Pi2Fc_y3 * n4; vec4 SincY1 = sin(SincYIn1) / SincYIn1; vec4 SincY2 = sin(SincYIn2) / SincYIn2; vec4 SincY3 = sin(SincYIn3) / SincYIn3; // These zero-checks could be made more efficient if WebGL supported mix(vec4, vec4, bvec4) // Unfortunately, the universe hates us if(SincYIn1.x == 0.0) SincY1.x = 1.0; if(SincYIn1.y == 0.0) SincY1.y = 1.0; if(SincYIn1.z == 0.0) SincY1.z = 1.0; if(SincYIn1.w == 0.0) SincY1.w = 1.0; if(SincYIn2.x == 0.0) SincY2.x = 1.0; if(SincYIn2.y == 0.0) SincY2.y = 1.0; if(SincYIn2.z == 0.0) SincY2.z = 1.0; if(SincYIn2.w == 0.0) SincY2.w = 1.0; if(SincYIn3.x == 0.0) SincY3.x = 1.0; if(SincYIn3.y == 0.0) SincY3.y = 1.0; if(SincYIn3.z == 0.0) SincY3.z = 1.0; if(SincYIn3.w == 0.0) SincY3.w = 1.0; vec4 IdealY = (Fc_y1_2 * SincY1 - Fc_y2_2 * SincY2) + Fc_y3_2 * SincY3; vec4 FilterY = Cosine * IdealY; vec4 SincIIn = Pi2Fc_i * n4; vec4 SincI = sin(SincIIn) / SincIIn; if (SincIIn.x == 0.0) SincI.x = 1.0; if (SincIIn.y == 0.0) SincI.y = 1.0; if (SincIIn.z == 0.0) SincI.z = 1.0; if (SincIIn.w == 0.0) SincI.w = 1.0; vec4 IdealI = Fc_i_2 * SincI; vec4 FilterI = Cosine * IdealI; vec4 SincQIn = Pi2Fc_q * n4; vec4 SincQ = sin(SincQIn) / SincQIn; if (SincQIn.x == 0.0) SincQ.x = 1.0; if (SincQIn.y == 0.0) SincQ.y = 1.0; if (SincQIn.z == 0.0) SincQ.z = 1.0; if (SincQIn.w == 0.0) SincQ.w = 1.0; vec4 IdealQ = Fc_q_2 * SincQ; vec4 FilterQ = Cosine * IdealQ; YAccum += C * FilterY; IAccum += C * cos(WT) * FilterI; QAccum += C * sin(WT) * FilterQ; } float Y = dot(YAccum, One); float I = dot(IAccum, One) * 2.0; float Q = dot(QAccum, One) * 2.0; vec3 YIQ = vec3(Y, I, Q); vec3 OutRGB = vec3(dot(YIQ, YIQ2R), dot(YIQ, YIQ2G), dot(YIQ, YIQ2B)); return vec4(OutRGB, 1.0); } void main() { FragColor = vec4(NTSCCodec(vTexCoord, params.SourceSize.zw)); }