mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 08:51:32 +11:00
132 lines
4.3 KiB
Plaintext
132 lines
4.3 KiB
Plaintext
#version 450
|
|
|
|
// This is a port of the NTSC encode/decode shader pair in MAME and MESS, modified to use only
|
|
// one pass rather than an encode pass and a decode pass. It accurately emulates the sort of
|
|
// signal decimation one would see when viewing a composite signal, though it could benefit from a
|
|
// pre-pass to re-size the input content to more accurately reflect the actual size that would
|
|
// be incoming from a composite signal source.
|
|
//
|
|
// To encode the composite signal, I convert the RGB value to YIQ, then subsequently evaluate
|
|
// the standard NTSC composite equation. Four composite samples per RGB pixel are generated from
|
|
// the incoming linearly-interpolated texels.
|
|
//
|
|
// The decode pass implements a Fixed Impulse Response (FIR) filter designed by MAME/MESS contributor
|
|
// "austere" in matlab (if memory serves correctly) to mimic the behavior of a standard television set
|
|
// as closely as possible. The filter window is 83 composite samples wide, and there is an additional
|
|
// notch filter pass on the luminance (Y) values in order to strip the color signal from the luminance
|
|
// signal prior to processing.
|
|
//
|
|
// - UltraMoogleMan [8/2/2013]
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
} params;
|
|
|
|
#define float2 vec2
|
|
#define float3 vec3
|
|
#define float4 vec4
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// NTSC Pixel Shader
|
|
//-----------------------------------------------------------------------------
|
|
|
|
const float AValue = 0.5f;
|
|
const float BValue = 0.5f;
|
|
const float CCValue = 3.5795454f;
|
|
const float OValue = 0.0f;
|
|
const float PValue = 1.0f;
|
|
const float ScanTime = 52.6f;
|
|
|
|
const float NotchHalfWidth = 1.0f;
|
|
const float YFreqResponse = 6.0f;
|
|
const float IFreqResponse = 1.2f;
|
|
const float QFreqResponse = 0.6f;
|
|
|
|
const float SignalOffset = 0.0f;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Constants
|
|
//-----------------------------------------------------------------------------
|
|
|
|
const float PI = 3.1415927f;
|
|
const float PI2 = 6.2830854f;
|
|
|
|
const float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f);
|
|
const float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f);
|
|
const float4 QDot = float4(0.211456f, -0.522591f, 0.311135f, 0.0f);
|
|
|
|
const float3 RDot = float3(1.0f, 0.956f, 0.621f);
|
|
const float3 GDot = float3(1.0f, -0.272f, -0.647f);
|
|
const float3 BDot = float3(1.0f, -1.106f, 1.703f);
|
|
|
|
const float4 OffsetX = float4(0.0f, 0.25f, 0.50f, 0.75f);
|
|
const float4 NotchOffset = float4(0.0f, 1.0f, 2.0f, 3.0f);
|
|
|
|
const int SampleCount = 64;
|
|
const int HalfSampleCount = 32;
|
|
|
|
float4 GetCompositeYIQ(sampler2D tex, float2 TexCoord, float2 size)
|
|
{
|
|
float2 PValueSourceTexel = float2(PValue / size.x, 0.0f);
|
|
|
|
float2 C0 = TexCoord + PValueSourceTexel * OffsetX.x;
|
|
float2 C1 = TexCoord + PValueSourceTexel * OffsetX.y;
|
|
float2 C2 = TexCoord + PValueSourceTexel * OffsetX.z;
|
|
float2 C3 = TexCoord + PValueSourceTexel * OffsetX.w;
|
|
float4 Cx = float4(C0.x, C1.x, C2.x, C3.x);
|
|
float4 Cy = float4(C0.y, C1.y, C2.y, C3.y);
|
|
float4 Texel0 = texture(tex, C0);
|
|
float4 Texel1 = texture(tex, C1);
|
|
float4 Texel2 = texture(tex, C2);
|
|
float4 Texel3 = texture(tex, C3);
|
|
|
|
float4 HPosition = Cx;
|
|
float4 VPosition = Cy;
|
|
|
|
float4 Y = float4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot));
|
|
float4 I = float4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot));
|
|
float4 Q = float4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot));
|
|
|
|
float W = PI2 * CCValue * ScanTime;
|
|
float WoPI = W / PI;
|
|
|
|
float HOffset = (BValue + SignalOffset) / WoPI;
|
|
float VScale = (AValue * size.y) / WoPI;
|
|
|
|
float4 T = HPosition + HOffset + VPosition * VScale;
|
|
float4 TW = T * W;
|
|
|
|
float4 CompositeYIQ = Y + I * cos(TW) + Q * sin(TW);
|
|
|
|
return CompositeYIQ;
|
|
}
|
|
|
|
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 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()
|
|
{
|
|
FragColor = GetCompositeYIQ(Source, vTexCoord, params.SourceSize.xy);
|
|
} |