slang-shaders/crt/shaders/crt-maximus-royale/src/ntsc_pass2.slang
Carlos O'Connor 858404b1db CRT Maximus Royale filter added
Based on CRT Royale, this filter includes a lot of cool features:

- Horizontal ringing (produced by low pass filters e.g. SNES video output)
- CVBS / S-VIDEO / RGB filter modes
- Accurate pixel perfect dimensions (for 1080 resolutions and up)
- TV frames that reminds the 90's experience
- PC monitor frame also available
- New adjustable scale system to fix image size and overscans
- Ambient lighting and rear LED simulation modes
- Reflections over the screen borders
- Nice bulged screen finish
- Auto scales to any resolution, preserving 4:3 ratio
- 3 shaders available: normal mode, fast mode and doubled outputs mode

Glcore and d3d11 drivers supported at the moment.
2022-09-03 22:52:33 -05:00

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#version 450
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
// crt-maximus-royale: A fully customizable extension for crt-royale shader,
// inside a TV / MONITOR BOX with backlight and some other cool stuff.
// Copyright (C) 2022 DigiDwrf
//
// 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 any later version.
//
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
// more details.
//
// You should have received a copy of the GNU General Public License along with
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
// Place, Suite 330, Boston, MA 02111-1307 USA
layout(push_constant) uniform Push
{
float CVBS_SVIDEO_RGB;
float h2x;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OriginalSize;
vec4 SourceSize;
} global;
#pragma parameter h2x "Horizontal Scale" 2.0 0.0 2.0 1.0
#pragma parameter CVBS_SVIDEO_RGB "CVBS - SVIDEO - RGB" 0.0 0.0 2.0 1.0
#include "ntsc_rgbyuv.inc"
#define TAPS 24
const float luma_filter[TAPS + 1] = float[TAPS + 1](
-0.000012020,
-0.000022146,
-0.000013155,
-0.000012020,
-0.000049979,
-0.000113940,
-0.000122150,
-0.000005612,
0.000170516,
0.000237199,
0.000169640,
0.000285688,
0.000984574,
0.002018683,
0.002002275,
-0.000909882,
-0.007049081,
-0.013222860,
-0.012606931,
0.002460860,
0.035868225,
0.084016453,
0.135563500,
0.175261268,
0.190176552);
const float chroma_filter[TAPS + 1] = float[TAPS + 1](
-0.000118847,
-0.000271306,
-0.000502642,
-0.000930833,
-0.001451013,
-0.002064744,
-0.002700432,
-0.003241276,
-0.003524948,
-0.003350284,
-0.002491729,
-0.000721149,
0.002164659,
0.006313635,
0.011789103,
0.018545660,
0.026414396,
0.035100710,
0.044196567,
0.053207202,
0.061590275,
0.068803602,
0.074356193,
0.077856564,
0.079052396);
#define fetch_offset(offset, one_x) \
texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out float cutH;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
cutH = global.SourceSize.x / 2.0;
if (params.CVBS_SVIDEO_RGB < 2)
{
if (params.h2x == 0.0) { cutH /= 4.0; }
else if (params.h2x == 1.0) { cutH /= 2.0; }
else if (global.OriginalSize.x > 500) { cutH /= 2.0; }
vTexCoord -= vec2(0.5 / cutH, 0.0); // Compensate for decimate-by-2.
}
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float cutH;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec3 rgb;
if (params.CVBS_SVIDEO_RGB < 2)
{
float one_x = 1.0 / cutH;
vec3 signal = vec3(0.0);
for (int i = 0; i < TAPS; i++)
{
float offset = float(i);
vec3 sums = fetch_offset(offset - float(TAPS), one_x) + fetch_offset(float(TAPS) - offset, one_x);
signal += sums * vec3(luma_filter[i], chroma_filter[i], chroma_filter[i]);
}
signal += texture(Source, vTexCoord).xyz * vec3(luma_filter[TAPS], chroma_filter[TAPS], chroma_filter[TAPS]);
rgb = yiq2rgb(signal);
}
else
{
rgb = texture(Source, vTexCoord).xyz;
}
FragColor = vec4(rgb, 1.0);
}