#version 450 layout(push_constant) uniform Push { vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; float signalResolution; float signalResolutionI; float signalResolutionQ; float compositeConnection; } params; #pragma parameter signalResolution "Signal Resolution Y" 256.0 16.0 1024.0 16.0 #pragma parameter signalResolutionI "Signal Resolution I" 83.0 1.0 350.0 2.0 #pragma parameter signalResolutionQ "Signal Resolution Q" 25.0 1.0 350.0 2.0 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; //////////////////////////////////////////////////////// // GTU version 0.50 // Author: aliaspider - aliaspider@gmail.com // License: GPLv3 //////////////////////////////////////////////////////// #include "config.h" #define YIQ_to_RGB mat3x3( 1.0 , 1.0 , 1.0 , 0.9563 , -0.2721 , -1.1070 , 0.6210 , -0.6474 , 1.7046 ) #define pi 3.14159265358 #define a(x) abs(x) #define d(x,b) (pi*b*min(a(x)+0.5,1.0/b)) #define e(x,b) (pi*b*min(max(a(x)-0.5,-1.0/b),1.0/b)) #define STU(x,b) ((d(x,b)+sin(d(x,b))-e(x,b)-sin(e(x,b)))/(2.0*pi)) //#define X(i) (offset-(i)) #define GETC (texture(Source, vec2(vTexCoord.x - X * params.SourceSize.z, vTexCoord.y)).rgb) #define VAL_composite vec3((c.x*STU(X,(params.signalResolution * params.SourceSize.z))),(c.y*STU(X,(params.signalResolutionI * params.SourceSize.z))),(c.z*STU(X,(params.signalResolutionQ * params.SourceSize.z)))) #define VAL (c*STU(X,(params.signalResolution * params.SourceSize.z))) #define PROCESS(i) X=(offset-(i));c=GETC;tempColor+=VAL; #define PROCESS_composite(i) X=(offset-(i));c=GETC;tempColor+=VAL_composite; #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; void main() { float offset = fract((vTexCoord.x * params.SourceSize.x) - 0.5); vec3 tempColor = vec3(0.0); float X; vec3 c; float range; if (params.compositeConnection > 0.0) range=ceil(0.5+params.SourceSize.x/min(min(params.signalResolution,params.signalResolutionI),params.signalResolutionQ)); else range=ceil(0.5+params.SourceSize.x/params.signalResolution); float i; if(params.compositeConnection > 0.0){ for (i=-range;i 0.0) tempColor=clamp(tempColor * YIQ_to_RGB,0.0,1.0); else tempColor=clamp(tempColor,0.0,1.0); // tempColor=clamp(tempColor,0.0,1.0); FragColor = vec4(tempColor, 1.0); }