slang-shaders/nes_raw_palette/shaders/gtu-famicom/scaleX.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float cropOverscan_x;
float signalResolutionY;
float signalResolutionI;
float signalResolutionQ;
} params;
#pragma parameter cropOverscan_x "Crop Overscan X" 0.0 0.0 1.0 1.0
#pragma parameter signalResolutionY "Signal Res Y" 200.0 20.0 500.0 10.0
#pragma parameter signalResolutionI "Signal Res I" 125.0 20.0 350.0 10.0
#pragma parameter signalResolutionQ "Signal Res Q" 125.0 20.0 350.0 10.0
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
////////////////////////////////////////////////////////
// GTU-famicom version 0.50
// Author: aliaspider - aliaspider@gmail.com
// License: GPLv3
////////////////////////////////////////////////////////
#define pi 3.14159265358
float d(float x, float b)
{
return (pi*b*min(abs(x)+0.5,1.0/b));
}
float e(float x, float b)
{
return (pi*b*min(max(abs(x)-0.5,-1.0/b),1.0/b));
}
#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;
if (params.cropOverscan_x > 0.0)
gl_Position.x /= (240.0 / 256.0);
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 YIQ = vec3(0.0);
vec3 RGB = vec3(0.0);
float X;
vec3 c;
float Y = params.signalResolutionY * params.SourceSize.z;
float I = params.signalResolutionI * params.SourceSize.z;
float Q = params.signalResolutionQ * params.SourceSize.z;
float range = ceil(0.5 + params.SourceSize.x / min(min(params.signalResolutionY, params.signalResolutionI), params.signalResolutionQ));
float i;
// for (i=-range;i<range+2.0;i++){
for (i = 1.0 - range; i < range + 1.0; i++)
{
X = offset - i;
c = texture(Source, vec2(vTexCoord.x - X * params.SourceSize.z, vTexCoord.y)).rgb;
c.x *= ((d(X, Y) + sin(d(X, Y)) - e(X, Y) - sin(e(X, Y))) / (2.0 * pi));
c.y *= ((d(X, I) + sin(d(X, I)) - e(X, I) - sin(e(X, I))) / (2.0 * pi));
c.z *= ((d(X, Q) + sin(d(X, Q)) - e(X, Q) - sin(e(X, Q))) / (2.0 * pi));
YIQ += c;
}
RGB.r = YIQ.r + 0.956 * YIQ.g + 0.621 * YIQ.b;
RGB.g = YIQ.r - 0.272 * YIQ.g - 0.647 * YIQ.b;
RGB.b = YIQ.r - 1.106 * YIQ.g + 1.703 * YIQ.b;
FragColor = vec4(clamp(RGB, 0.0, 1.0), 1.0);
}