mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 08:31:31 +11:00
157 lines
4.4 KiB
Plaintext
157 lines
4.4 KiB
Plaintext
#version 450
|
|
|
|
///////////////
|
|
// TV-out tweaks
|
|
// Author: aliaspider - aliaspider@gmail.com
|
|
// License: GPLv3
|
|
////////////////////////////////////////////////////////
|
|
|
|
|
|
// this shader is meant to be used when running
|
|
// an emulator on a real CRT-TV @240p or @480i
|
|
////////////////////////////////////////////////////////
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float TVOUT_RESOLUTION;
|
|
float TVOUT_COMPOSITE_CONNECTION;
|
|
float TVOUT_TV_COLOR_LEVELS;
|
|
float TVOUT_RESOLUTION_Y;
|
|
float TVOUT_RESOLUTION_I;
|
|
float TVOUT_RESOLUTION_Q;
|
|
} params;
|
|
|
|
// Basic settings:
|
|
|
|
// signal resolution
|
|
// higher = sharper
|
|
#pragma parameter TVOUT_RESOLUTION "TVOut Signal Resolution" 256.0 0.0 1024.0 32.0 // default, minimum, maximum, optional step
|
|
|
|
// simulate a composite connection instead of RGB
|
|
#pragma parameter TVOUT_COMPOSITE_CONNECTION "TVOut Composite Enable" 0.0 0.0 1.0 1.0
|
|
|
|
// use TV video color range (16-235)
|
|
// instead of PC full range (0-255)
|
|
#pragma parameter TVOUT_TV_COLOR_LEVELS "TVOut TV Color Levels Enable" 0.0 0.0 1.0 1.0
|
|
////////////////////////////////////////////////////////
|
|
|
|
////////////////////////////////////////////////////////
|
|
// Advanced settings:
|
|
//
|
|
// these values will be used instead
|
|
// if COMPOSITE_CONNECTION is defined
|
|
// to simulate different signal resolutions(bandwidth)
|
|
// for luma (Y) and chroma ( I and Q )
|
|
// this is just an approximation
|
|
// and will only simulate the low bandwidth anspect of
|
|
// composite signal, not the crosstalk between luma and chroma
|
|
// Y = 4MHz I=1.3MHz Q=0.4MHz
|
|
#pragma parameter TVOUT_RESOLUTION_Y "TVOut Luma (Y) Resolution" 256.0 0.0 1024.0 32.0
|
|
#pragma parameter TVOUT_RESOLUTION_I "TVOut Chroma (I) Resolution" 83.2 0.0 256.0 8.0
|
|
#pragma parameter TVOUT_RESOLUTION_Q "TVOut Chroma (Q) Resolution" 25.6 0.0 256.0 8.0
|
|
|
|
// formula is MHz=resolution*15750Hz
|
|
// 15750Hz being the horizontal Frequency of NTSC
|
|
// (=262.5*60Hz)
|
|
////////////////////////////////////////////////////////
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
mat3x3 RGB_to_YIQ = mat3x3(
|
|
0.299,0.587,0.114,
|
|
0.595716,-0.274453,-0.321263,
|
|
0.211456,-0.522591, 0.311135);
|
|
mat3x3 YIQ_to_RGB = mat3x3(
|
|
1.0,0.9563,0.6210,
|
|
1.0,-0.2721,-0.6474,
|
|
1.0,-1.1070, 1.7046);
|
|
|
|
#define pi 3.14159265358
|
|
#define a(x) abs(x)
|
|
#define d(x,b) (pi*b*min(a(x)+0.5,1.0/b))
|
|
#define e(x,b) (pi*b*min(max(a(x)-0.5,-1.0/b),1.0/b))
|
|
#define STU(x,b) ((d(x,b)+sin(d(x,b))-e(x,b)-sin(e(x,b)))/(2.0*pi))
|
|
//#define X(i) (offset-(i))
|
|
#define L(C) clamp((C -16.5/ 256.0)*256.0/(236.0-16.0),0.0,1.0)
|
|
#define LCHR(C) clamp((C -16.5/ 256.0)*256.0/(240.0-16.0),0.0,1.0)
|
|
|
|
#define mul(a,b) (b*a)
|
|
|
|
vec3 LEVELS(vec3 c0)
|
|
{
|
|
if (params.TVOUT_TV_COLOR_LEVELS > 0.5)
|
|
{
|
|
if (params.TVOUT_COMPOSITE_CONNECTION > 0.5)
|
|
return vec3(L(c0.x),LCHR(c0.y),LCHR(c0.z));
|
|
else
|
|
return L(c0);
|
|
}
|
|
else
|
|
return c0;
|
|
}
|
|
|
|
#define GETC(c) \
|
|
if (params.TVOUT_COMPOSITE_CONNECTION > 0.5) \
|
|
c = mul(RGB_to_YIQ,LEVELS(texture(Source, vec2(vTexCoord.x - X*oneT,vTexCoord.y)).xyz)); \
|
|
else \
|
|
c = (LEVELS(texture(Source, vec2(vTexCoord.x - X*oneT,vTexCoord.y)).xyz))
|
|
|
|
#define VAL(tempColor) \
|
|
if (params.TVOUT_COMPOSITE_CONNECTION > 0.5) \
|
|
tempColor += vec3((c.x*STU(X,(params.TVOUT_RESOLUTION_Y*oneI))),(c.y*STU(X,(params.TVOUT_RESOLUTION_I*oneI))),(c.z*STU(X,(params.TVOUT_RESOLUTION_Q*oneI)))); \
|
|
else \
|
|
tempColor += (c*STU(X,(params.TVOUT_RESOLUTION*oneI)))
|
|
|
|
#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;
|
|
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()
|
|
{
|
|
vec3 tempColor = vec3(0.0,0.0,0.0);
|
|
float offset = fract((vTexCoord.x * params.SourceSize.x) - 0.5);
|
|
float oneT = params.SourceSize.z;
|
|
float oneI = params.SourceSize.z;
|
|
|
|
float X;
|
|
vec3 c;
|
|
|
|
X = (offset-(-1));
|
|
GETC(c);
|
|
VAL(tempColor);
|
|
|
|
X = (offset-(0));
|
|
GETC(c);
|
|
VAL(tempColor);
|
|
|
|
X = (offset-(1));
|
|
GETC(c);
|
|
VAL(tempColor);
|
|
|
|
X = (offset-(2));
|
|
GETC(c);
|
|
VAL(tempColor);
|
|
|
|
if (params.TVOUT_COMPOSITE_CONNECTION > 0.5)
|
|
tempColor=mul(YIQ_to_RGB,tempColor);
|
|
FragColor = vec4(tempColor, 1.0);
|
|
} |