#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; vec4 FinalViewportSize; } params; #include "mame_parameters.inc" vec4 u_a_value = vec4(global.avalue); vec4 u_b_value = vec4(global.bvalue); vec4 u_cc_value = vec4(global.ccvalue); vec4 u_p_value = vec4(global.pvalue); vec4 u_scan_time = vec4(global.scantime); vec4 u_jitter_offset = vec4(global.jitter_offset); vec4 u_jitter_amount = vec4(global.jitter); //----------------------------------------------------------------------------- // 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 v_texcoord0; void main() { gl_Position = global.MVP * Position; v_texcoord0 = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 v_texcoord0; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; #define s_tex Source void main() { if(!NTSCSignal) { FragColor = texture(s_tex, v_texcoord0); return; } else { vec2 PValueSourceTexel = vec2(u_p_value.x, 0.0) / u_source_dims.xy; vec2 C0 = v_texcoord0 + PValueSourceTexel * vec2(0.0, 0.0); vec2 C1 = v_texcoord0 + PValueSourceTexel * vec2(0.25, 0.0); vec2 C2 = v_texcoord0 + PValueSourceTexel * vec2(0.5, 0.0); vec2 C3 = v_texcoord0 + PValueSourceTexel * vec2(0.75, 0.0); 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(s_tex, C0); vec4 Texel1 = texture(s_tex, C1); vec4 Texel2 = texture(s_tex, C2); vec4 Texel3 = texture(s_tex, C3); vec4 HPosition = Cx; vec4 VPosition = Cy; const vec4 YDot = vec4(0.299, 0.587, 0.114, 0.0); const vec4 IDot = vec4(0.595716, -0.274453, -0.321263, 0.0); const vec4 QDot = vec4(0.211456, -0.522591, 0.311135, 0.0); 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)); const float PI = 3.1415927; const float PI2 = 6.2831854; float W = PI2 * u_cc_value.x * u_scan_time.x; float WoPI = W / PI; float HOffset = (u_a_value.x + u_jitter_amount.x * u_jitter_offset.x) / WoPI; float VScale = (u_b_value.x * u_source_dims.y) / WoPI; vec4 T = HPosition + vec4(HOffset, HOffset, HOffset, HOffset) + VPosition * vec4(VScale, VScale, VScale, VScale); vec4 TW = T * W; FragColor = Y + I * cos(TW) + Q * sin(TW); } }