#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float postfilter_taps, postfilter_chromacutoff; } params; // after mixing with the adaptive comb filter #pragma parameter postfilter_taps "Post-filter Taps" 15.0 1.0 30.0 1.0 #define postfiltertaps int(params.postfilter_taps) #pragma parameter postfilter_chromacutoff "Post-filter Chroma Cutoff" 0.3 0.1 1.0 0.05 #define postfilterchromacutoff params.postfilter_chromacutoff 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 texCoord; void main() { gl_Position = global.MVP * Position; texCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 texCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; vec3 chroma_sample(vec2 shift) { vec2 coord = texCoord + params.SourceSize.zw*shift; if (coord.x < 0.0 || coord.x > 1.0) return vec3(0.0); return texture(Source, texCoord + params.SourceSize.zw*shift).xyz-vec3(0,0.5,0.5); } float sinc(float x) { x = max(abs(x),0.0001); return sin(x)/x; } void main() { const int width = postfiltertaps; const float bw_c = postfilterchromacutoff/3.0; const vec4 one = vec4(1.0); const float PI = 3.14159265359; const vec4 PI_6 = vec4(PI/6.0); float norm_c = 0.0; vec3 yiq = vec3(0.0); yiq.x = chroma_sample(vec2(0,0)).x; for (int i = -width/2; i <= width/2; i++) { // Hamming window const float alpha = 0.54; const float beta = 0.46; float window = alpha - beta * cos(2.0*PI/(width-1)*(width/2+i)); float chromafilt = 2.0*bw_c*sinc(2.0*PI*bw_c*i); vec3 samp = chroma_sample(vec2(i,0)); float filt = window*chromafilt; yiq.yz += samp.yz*vec2(filt); norm_c += filt; } yiq *= vec3(1.0, 1.0/norm_c, 1.0/norm_c); FragColor = vec4(dot(yiq, vec3(1.0, 0.946882, 0.623557)), dot(yiq, vec3(1.0,-0.274788,-0.635691)), dot(yiq, vec3(1.0,-1.108545, 1.709007)), 0.0); }