#version 450 // NTSC-Adaptive // based on Themaister's NTSC shader layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; uint FrameCount; float quality, ntsc_sat, cust_fringing, cust_artifacting, ntsc_bright, ntsc_scale, ntsc_fields, ntsc_phase; } global; #pragma parameter quality "NTSC Preset (Svideo=0 Composite=1 RF=2 Custom=-1)" 1.0 -1.0 2.0 1.0 #pragma parameter ntsc_fields "NTSC Merge Fields" 0.0 0.0 1.0 1.0 #pragma parameter ntsc_phase "NTSC Phase: Auto | 2 phase | 3 phase" 1.0 1.0 3.0 1.0 #pragma parameter ntsc_scale "NTSC Resolution Scaling" 1.0 0.20 3.0 0.05 #pragma parameter ntsc_sat "NTSC Color Saturation" 1.0 0.0 2.0 0.01 #pragma parameter ntsc_bright "NTSC Brightness" 1.0 0.0 1.5 0.01 #pragma parameter cust_fringing "NTSC Custom Fringing Value" 0.0 0.0 5.0 0.1 #pragma parameter cust_artifacting "NTSC Custom Artifacting Value" 0.0 0.0 5.0 0.1 #define PI 3.14159265 #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; layout(location = 2) out float phase; layout(location = 3) out float BRIGHTNESS; layout(location = 4) out float SATURATION; layout(location = 5) out float FRINGING; layout(location = 6) out float ARTIFACTING; layout(location = 7) out float CHROMA_MOD_FREQ; layout(location = 8) out float MERGE; void main() { float res = global.ntsc_scale; float OriginalSize = global.OriginalSize.y; gl_Position = global.MVP * Position; vTexCoord = TexCoord; if (res < 1.0) pix_no = TexCoord * global.SourceSize.xy * (res * global.OutputSize.xy / global.SourceSize.xy); else pix_no = TexCoord * global.SourceSize.xy * ( global.OutputSize.xy / global.SourceSize.xy); phase = (global.ntsc_phase < 1.5) ? ((OriginalSize > 300.0) ? 2.0 : 3.0) : ((global.ntsc_phase > 2.5) ? 3.0 : 2.0); res = max(res, 1.0); CHROMA_MOD_FREQ = (phase < 2.5) ? (4.0 * PI / 15.0) : (PI / 3.0); ARTIFACTING = (global.quality > -0.5) ? global.quality * 0.5*(res+1.0) : global.cust_artifacting; FRINGING = (global.quality > -0.5) ? global.quality : global.cust_fringing; SATURATION = global.ntsc_sat; BRIGHTNESS = global.ntsc_bright; pix_no.y = pix_no.y * res; MERGE = (int(global.quality) == 2 || phase < 2.5) ? 0.0 : 1.0; MERGE = (int(global.quality) == -1) ? global.ntsc_fields : MERGE; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 pix_no; layout(location = 2) in float phase; layout(location = 3) in float BRIGHTNESS; layout(location = 4) in float SATURATION; layout(location = 5) in float FRINGING; layout(location = 6) in float ARTIFACTING; layout(location = 7) in float CHROMA_MOD_FREQ; layout(location = 8) in float MERGE; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; #define mix_mat mat3(BRIGHTNESS, FRINGING, FRINGING, ARTIFACTING, 2.0 * SATURATION, 0.0, ARTIFACTING, 0.0, 2.0 * SATURATION) const mat3 yiq2rgb_mat = mat3( 1.0, 0.956, 0.6210, 1.0, -0.2720, -0.6474, 1.0, -1.1060, 1.7046); vec3 yiq2rgb(vec3 yiq) { return yiq * yiq2rgb_mat; } const mat3 yiq_mat = mat3( 0.2989, 0.5870, 0.1140, 0.5959, -0.2744, -0.3216, 0.2115, -0.5229, 0.3114 ); vec3 rgb2yiq(vec3 col) { return col * yiq_mat; } void main() { vec3 col = texture(Source, vTexCoord).rgb; vec3 yiq = rgb2yiq(col); vec3 yiq2 = yiq; float mod1 = 2.0; float mod2 = 3.0; if (MERGE > 0.5) { float chroma_phase2 = (phase < 2.5) ? PI * (mod(pix_no.x, mod1) + mod(global.FrameCount+1, 2.)) : 0.6667 * PI * (mod(pix_no.x, mod2) + mod(global.FrameCount+1, 2.)); float mod_phase2 = chroma_phase2 + pix_no.y * CHROMA_MOD_FREQ; float i_mod2 = cos(mod_phase2); float q_mod2 = sin(mod_phase2); yiq2.yz *= vec2(i_mod2, q_mod2); // Modulate. yiq2 *= mix_mat; // Cross-talk. yiq2.yz *= vec2(i_mod2, q_mod2); // Demodulate. } float chroma_phase = (phase < 2.5) ? PI * (mod(pix_no.x, mod1) + mod(global.FrameCount, 2.)) : 0.6667 * PI * (mod(pix_no.x, mod2) + mod(global.FrameCount, 2.)); float mod_phase = chroma_phase + pix_no.y * CHROMA_MOD_FREQ; float i_mod = cos(mod_phase); float q_mod = sin(mod_phase); yiq.yz *= vec2(i_mod, q_mod); // Modulate. yiq *= mix_mat; // Cross-talk. yiq.yz *= vec2(i_mod, q_mod); // Demodulate. yiq = (MERGE < 0.5) ? yiq : 0.5*(yiq+yiq2); FragColor = vec4(yiq, 1.0); }