slang-shaders/ntsc/shaders/ntsc-simple/ntsc-simple.slang
metallic77 9ed0fc60ed
fine-tune settings (#473)
* fine-tune settings

* add hd version closer to blargg's ntsc

* Update ntsc-simple-hd.slangp
2023-08-19 14:35:19 -05:00

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#version 450
/*
Simple S-video like shader by DariusG 2023
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation; either version 2 of the License, or (at your option)
any later version.
*/
layout(push_constant) uniform Push
{
float CHR_BLUR, L_BLUR, CHROMA_SATURATION, BRIGHTNESS, IHUE, QHUE;
} params;
#pragma parameter CHR_BLUR "CHROMA RESOLUTION" 2.3 1.0 10.0 0.1
#pragma parameter L_BLUR "LUMA RESOLUTION" 10.5 10.0 20.0 0.5
#pragma parameter CHROMA_SATURATION "CHROMA SATURATION" 5.0 0.0 15.0 0.1
#pragma parameter BRIGHTNESS "LUMA BRIGHTNESS" 0.55 0.0 2.0 0.01
#pragma parameter IHUE "I SHIFT (blue to orange)" 0.0 -1.0 1.0 0.01
#pragma parameter QHUE "Q SHIFT (green to purple)" 0.0 -1.0 1.0 0.01
#define CHR_BLUR params.CHR_BLUR
#define L_BLUR params.L_BLUR
#define CHROMA_SATURATION params.CHROMA_SATURATION
#define BRIGHTNESS params.BRIGHTNESS
#define IHUE params.IHUE
#define QHUE params.QHUE
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
} global;
#define OutputSize global.OutputSize
#define SourceSize global.SourceSize
#define OriginalSize global.OriginalSize
#define FrameCount global.FrameCount
#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 * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define PI 3.14159265358979323846
#define TAU 6.28318530717958647693
#define FSC 3.57945
// Size of the decoding FIR filter
#define FIR_SIZE 20
// YIQ to RGB matrices
const mat3 yiq_to_rgb = mat3(1.000, 1.000, 1.000,
0.956,-0.272,-1.106,
0.621,-0.647, 1.703);
const mat3 rgb_to_yiq = mat3(0.299, 0.596, 0.211,
0.587,-0.274,-0.523,
0.114,-0.322, 0.312);
float blackman(float pos, float FIR) {
float a0 = 0.42;
float a1 = 0.50;
float a2 = 0.08;
return a0 - (a1 * cos((2.0 * PI * pos) / FIR)) + (a2 * cos((4.0 * PI * pos) / FIR));
}
void main() {
// moved due to GLES fix.
mat3 mix_mat = mat3(
1.0, 0.0, 0.0,
IHUE, 1.0, 0.0,
QHUE, 0.0, 1.0
);
// Chroma decoder oscillator frequency
float fc = SourceSize.x*TAU;
float counter = 0.0;
vec3 yiq = vec3(0.0);
for (int d = -FIR_SIZE; d < FIR_SIZE; d++) {
float odd = mod(vTexCoord.y*SourceSize.y,2.0)*SourceSize.z*0.25;
float offset = float(d);
float phase = fc*vTexCoord.x+11.0*PI/60.0;
// LUMA encode
vec2 pos = vec2((vTexCoord.x + (offset/2.0/L_BLUR)*SourceSize.z)+odd, vTexCoord.y);
vec3 s = texture(Source, pos).rgb;
s = rgb_to_yiq*s;
// LUMA encode end
// LUMA decode
// Apply Blackman window for smoother colors
float window = blackman((offset/2.0 + 10.0), float(FIR_SIZE/2));
yiq.r += s.r * BRIGHTNESS * window;
// LUMA decode end!
// CHROMA encode
pos = vec2(vTexCoord.x + (offset/CHR_BLUR)*SourceSize.z+odd, vTexCoord.y);
s = texture(Source, pos).rgb;
s = rgb_to_yiq*s;
s.yz *= vec2(cos(phase),sin(phase));
// CHROMA encode end
// CHROMA decode
// Apply Blackman window for smoother colors
window = blackman( offset + float(FIR_SIZE), float(FIR_SIZE * 2 + 1));
float wt = fc*(vTexCoord.x + offset*SourceSize.z)+11.0*PI/60.0;
yiq.yz += s.yz * vec2(cos(wt), sin(wt)) * window;
// CHROMA decode end!
counter++;
}
yiq.yz /= counter;
yiq.r /= counter/4.0;
// Saturate chroma (IQ)
yiq.yz *= CHROMA_SATURATION;
// Control CHROMA Hue
yiq *= mix_mat;
// return to RGB
FragColor = vec4((yiq_to_rgb * yiq), 1.0);
}