#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float filter_taps, lumacutoff, chromacutoff; } params; // frequencies are in units of the chroma subcarrier // these are for the lowpass+notch filter #pragma parameter filter_taps "Filter Taps" 15.0 1.0 30.0 1.0 #define filtertaps int(params.filter_taps) #pragma parameter lumacutoff "Luma Cutoff" 0.9 0.1 1.0 0.05 #define lumacutoff params.lumacutoff #pragma parameter chromacutoff "Chroma Cutoff" 0.3 0.1 1.0 0.05 #define chromacutoff params.chromacutoff #define phase int(params.FrameCount) 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; vec4 decode_sample(vec2 coord) { const float min = 0.350*0.746; const float max = 1.962; const float black = 0.518; if (coord.x < 0.0 || coord.x > 1.0) return vec4(0.0); return (texture(Source, coord) * vec4(max-min) + vec4(min-black)) / vec4(max-black); } vec4 sinc(vec4 x) { x = max(abs(x),vec4(0.0001)); return sin(x)/x; } vec2 sinc(vec2 x) { x = max(abs(x),vec2(0.0001)); return sin(x)/x; } void main() { const int width = filtertaps; const float bw_y = lumacutoff/12.0; const float bw_c = chromacutoff/12.0; int x = int(floor(texCoord.x*params.SourceSize.x)); int y = int(floor(texCoord.y*params.SourceSize.y)); int p = (x+y+phase) % 3; const vec4 one = vec4(1.0); const float PI = 3.14159265359; const vec4 PI_6 = vec4(PI/6.0); float norm_y = 0.0; float norm_c = 0.0; vec3 yiq = vec3(0.0); vec4 samp = decode_sample(texCoord + vec2((-width/2 )*params.SourceSize.z,0)); vec4 samp2 = decode_sample(texCoord + vec2((-width/2+1)*params.SourceSize.z,0)); // Hamming window const float alpha = 0.54; const float beta = 0.46; int i; for (i = -width/2; i <= width/2-2; i++) { vec4 window = vec4(alpha) - vec4(beta) * cos(vec4(2.0*PI/(4*width-7))*(vec4(4*(width/2+i))+vec4(0,1,2,3))); vec4 t = vec4(i*4)+vec4(-1.5,-0.5,+0.5,+1.5); #define lowpass(freq,x) vec4(2.0*(freq))*sinc(vec4(2.0*PI*(freq))*(x)) vec4 lumafilt = lowpass(bw_y, t); vec4 chromafilt = lowpass(bw_c, t); #undef lowpass vec4 samp3 = decode_sample(texCoord + vec2((i+2)*params.SourceSize.z,0)); vec4 rsamp = vec4(samp2.zw, samp3.xy); vec4 filt = window*lumafilt; yiq.x += dot(samp, filt) + dot(rsamp,filt); norm_y += dot(one, filt); filt = window*chromafilt; yiq.y += dot(samp, filt*cos((vec4(0,1,2,3)+vec4(4*(i+p)))*PI_6)); yiq.y += dot(rsamp,filt*cos((vec4(6,7,8,9)+vec4(4*(i+p)))*PI_6)); yiq.z += dot(samp, filt*sin((vec4(0,1,2,3)+vec4(4*(i+p)))*PI_6)); yiq.z += dot(rsamp,filt*sin((vec4(6,7,8,9)+vec4(4*(i+p)))*PI_6)); norm_c += dot(one,filt); samp = samp2; samp2 = samp3; } vec2 window = vec2(alpha) - vec2(beta) * cos(vec2(2.0*PI/(4*width-7))*(vec2(4*(width/2+i))+vec2(0,1))); vec2 t = vec2(i*4)+vec2(-1.5,-0.5); #define lowpass(freq,x) vec2(2.0*(freq))*sinc(vec2(2.0*PI*(freq))*(x)) vec2 lumafilt = lowpass(bw_y, t); vec2 chromafilt = lowpass(bw_c, t); #undef lowpass vec2 filt = window*lumafilt; yiq.x += dot(samp.xy, filt) + dot(samp2.zw, filt); norm_y += dot(one.xy, filt); filt = window*chromafilt; yiq.y += dot(samp.xy, filt*cos((vec2(0,1)+vec2(4*(i+p)))*vec2(PI/6.0))); yiq.y += dot(samp2.zw,filt*cos((vec2(6,7)+vec2(4*(i+p)))*vec2(PI/6.0))); yiq.z += dot(samp.xy, filt*sin((vec2(0,1)+vec2(4*(i+p)))*vec2(PI/6.0))); yiq.z += dot(samp2.zw,filt*sin((vec2(6,7)+vec2(4*(i+p)))*vec2(PI/6.0))); norm_c += dot(one.xy, filt); yiq *= vec3(0.5/norm_y, 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); FragColor = vec4(yiq+vec3(0,0.5,0.5),0.0); }