mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 09:51:30 +11:00
300 lines
11 KiB
Plaintext
300 lines
11 KiB
Plaintext
#version 450
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// NTSC-Adaptive
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// based on Themaister's NTSC shader
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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float ntsc_scale;
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float ntsc_phase;
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float auto_res;
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float ntsc_ring;
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} global;
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#pragma parameter ntsc_scale "NTSC Resolution Scaling" 1.0 0.20 2.5 0.01
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#pragma parameter ntsc_phase "NTSC Phase: Auto | 2 phase | 3 phase" 1.0 1.0 3.0 1.0
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#pragma parameter ntsc_ring "NTSC Anti-Ringing" 0.0 0.0 1.0 1.0
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord - vec2(0.5 / global.SourceSize.x, 0.0); // Compensate for decimate-by-2.
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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vec3 fetch_offset(float offset, float one_x)
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{
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return texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz;
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}
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const mat3 yiq2rgb_mat = mat3(
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1.0, 0.956, 0.6210,
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1.0, -0.2720, -0.6474,
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1.0, -1.1060, 1.7046);
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vec3 yiq2rgb(vec3 yiq)
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{
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return yiq * yiq2rgb_mat;
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}
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const mat3 yiq_mat = mat3(
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0.2989, 0.5870, 0.1140,
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0.5959, -0.2744, -0.3216,
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0.2115, -0.5229, 0.3114
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);
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vec3 rgb2yiq(vec3 col)
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{
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return col * yiq_mat;
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}
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const int TAPS_2_phase = 32;
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const float luma_filter_2_phase[33] = float[33](
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-0.000174844,
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-0.000205844,
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-0.000149453,
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-0.000051693,
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0.000000000,
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-0.000066171,
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-0.000245058,
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-0.000432928,
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-0.000472644,
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-0.000252236,
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0.000198929,
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0.000687058,
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0.000944112,
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0.000803467,
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0.000363199,
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0.000013422,
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0.000253402,
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0.001339461,
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0.002932972,
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0.003983485,
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0.003026683,
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-0.001102056,
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-0.008373026,
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-0.016897700,
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-0.022914480,
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-0.021642347,
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-0.008863273,
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0.017271957,
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0.054921920,
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0.098342579,
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0.139044281,
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0.168055832,
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0.178571429);
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const float chroma_filter_2_phase[33] = float[33](
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0.001384762,
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0.001678312,
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0.002021715,
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0.002420562,
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0.002880460,
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0.003406879,
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0.004004985,
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0.004679445,
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0.005434218,
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0.006272332,
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0.007195654,
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0.008204665,
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0.009298238,
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0.010473450,
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0.011725413,
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0.013047155,
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0.014429548,
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0.015861306,
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0.017329037,
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0.018817382,
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0.020309220,
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0.021785952,
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0.023227857,
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0.024614500,
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0.025925203,
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0.027139546,
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0.028237893,
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0.029201910,
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0.030015081,
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0.030663170,
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0.031134640,
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0.031420995,
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0.031517031);
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const int TAPS_3_phase = 24;
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const float luma_filter_3_phase[25] = float[25](
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-0.000012020,
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-0.000022146,
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-0.000013155,
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-0.000012020,
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-0.000049979,
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-0.000113940,
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-0.000122150,
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-0.000005612,
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0.000170516,
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0.000237199,
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0.000169640,
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0.000285688,
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0.000984574,
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0.002018683,
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0.002002275,
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-0.000909882,
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-0.007049081,
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-0.013222860,
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-0.012606931,
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0.002460860,
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0.035868225,
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0.084016453,
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0.135563500,
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0.175261268,
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0.190176552);
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const float chroma_filter_3_phase[25] = float[25](
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-0.000118847,
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-0.000271306,
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-0.000502642,
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-0.000930833,
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-0.001451013,
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-0.002064744,
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-0.002700432,
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-0.003241276,
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-0.003524948,
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-0.003350284,
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-0.002491729,
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-0.000721149,
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0.002164659,
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0.006313635,
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0.011789103,
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0.018545660,
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0.026414396,
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0.035100710,
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0.044196567,
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0.053207202,
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0.061590275,
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0.068803602,
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0.074356193,
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0.077856564,
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0.079052396);
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void main()
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{
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float res = global.ntsc_scale;
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float OriginalSize = global.OriginalSize.x;
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float one_x = global.SourceSize.z / res;
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vec3 signal = vec3(0.0);
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float phase = (global.ntsc_phase < 1.5) ? ((OriginalSize > 300.0) ? 2.0 : 3.0) : ((global.ntsc_phase > 2.5) ? 3.0 : 2.0);
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if(phase < 2.5)
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{
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vec3 sums = fetch_offset(0.0 - 32.0, one_x) + fetch_offset(32.0 - 0.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[0], chroma_filter_2_phase[0], chroma_filter_2_phase[0]);
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sums = fetch_offset(1.0 - 32.0, one_x) + fetch_offset(32.0 - 1.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[1], chroma_filter_2_phase[1], chroma_filter_2_phase[1]);
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sums = fetch_offset(2.0 - 32.0, one_x) + fetch_offset(32.0 - 2.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[2], chroma_filter_2_phase[2], chroma_filter_2_phase[2]);
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sums = fetch_offset(3.0 - 32.0, one_x) + fetch_offset(32.0 - 3.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[3], chroma_filter_2_phase[3], chroma_filter_2_phase[3]);
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sums = fetch_offset(4.0 - 32.0, one_x) + fetch_offset(32.0 - 4.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[4], chroma_filter_2_phase[4], chroma_filter_2_phase[4]);
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sums = fetch_offset(5.0 - 32.0, one_x) + fetch_offset(32.0 - 5.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[5], chroma_filter_2_phase[5], chroma_filter_2_phase[5]);
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sums = fetch_offset(6.0 - 32.0, one_x) + fetch_offset(32.0 - 6.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[6], chroma_filter_2_phase[6], chroma_filter_2_phase[6]);
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sums = fetch_offset(7.0 - 32.0, one_x) + fetch_offset(32.0 - 7.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[7], chroma_filter_2_phase[7], chroma_filter_2_phase[7]);
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sums = fetch_offset(8.0 - 32.0, one_x) + fetch_offset(32.0 - 8.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[8], chroma_filter_2_phase[8], chroma_filter_2_phase[8]);
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sums = fetch_offset(9.0 - 32.0, one_x) + fetch_offset(32.0 - 9.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[9], chroma_filter_2_phase[9], chroma_filter_2_phase[9]);
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sums = fetch_offset(10.0 - 32.0, one_x) + fetch_offset(32.0 - 10.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[10], chroma_filter_2_phase[10], chroma_filter_2_phase[10]);
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sums = fetch_offset(11.0 - 32.0, one_x) + fetch_offset(32.0 - 11.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[11], chroma_filter_2_phase[11], chroma_filter_2_phase[11]);
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sums = fetch_offset(12.0 - 32.0, one_x) + fetch_offset(32.0 - 12.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[12], chroma_filter_2_phase[12], chroma_filter_2_phase[12]);
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sums = fetch_offset(13.0 - 32.0, one_x) + fetch_offset(32.0 - 13.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[13], chroma_filter_2_phase[13], chroma_filter_2_phase[13]);
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sums = fetch_offset(14.0 - 32.0, one_x) + fetch_offset(32.0 - 14.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[14], chroma_filter_2_phase[14], chroma_filter_2_phase[14]);
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sums = fetch_offset(15.0 - 32.0, one_x) + fetch_offset(32.0 - 15.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[15], chroma_filter_2_phase[15], chroma_filter_2_phase[15]);
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sums = fetch_offset(16.0 - 32.0, one_x) + fetch_offset(32.0 - 16.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[16], chroma_filter_2_phase[16], chroma_filter_2_phase[16]);
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sums = fetch_offset(17.0 - 32.0, one_x) + fetch_offset(32.0 - 17.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[17], chroma_filter_2_phase[17], chroma_filter_2_phase[17]);
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sums = fetch_offset(18.0 - 32.0, one_x) + fetch_offset(32.0 - 18.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[18], chroma_filter_2_phase[18], chroma_filter_2_phase[18]);
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sums = fetch_offset(19.0 - 32.0, one_x) + fetch_offset(32.0 - 19.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[19], chroma_filter_2_phase[19], chroma_filter_2_phase[19]);
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sums = fetch_offset(20.0 - 32.0, one_x) + fetch_offset(32.0 - 20.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[20], chroma_filter_2_phase[20], chroma_filter_2_phase[20]);
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sums = fetch_offset(21.0 - 32.0, one_x) + fetch_offset(32.0 - 21.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[21], chroma_filter_2_phase[21], chroma_filter_2_phase[21]);
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sums = fetch_offset(22.0 - 32.0, one_x) + fetch_offset(32.0 - 22.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[22], chroma_filter_2_phase[22], chroma_filter_2_phase[22]);
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sums = fetch_offset(23.0 - 32.0, one_x) + fetch_offset(32.0 - 23.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[23], chroma_filter_2_phase[23], chroma_filter_2_phase[23]);
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sums = fetch_offset(24.0 - 32.0, one_x) + fetch_offset(32.0 - 24.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[24], chroma_filter_2_phase[24], chroma_filter_2_phase[24]);
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sums = fetch_offset(25.0 - 32.0, one_x) + fetch_offset(32.0 - 25.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[25], chroma_filter_2_phase[25], chroma_filter_2_phase[25]);
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sums = fetch_offset(26.0 - 32.0, one_x) + fetch_offset(32.0 - 26.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[26], chroma_filter_2_phase[26], chroma_filter_2_phase[26]);
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sums = fetch_offset(27.0 - 32.0, one_x) + fetch_offset(32.0 - 27.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[27], chroma_filter_2_phase[27], chroma_filter_2_phase[27]);
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sums = fetch_offset(28.0 - 32.0, one_x) + fetch_offset(32.0 - 28.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[28], chroma_filter_2_phase[28], chroma_filter_2_phase[28]);
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sums = fetch_offset(29.0 - 32.0, one_x) + fetch_offset(32.0 - 29.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[29], chroma_filter_2_phase[29], chroma_filter_2_phase[29]);
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sums = fetch_offset(30.0 - 32.0, one_x) + fetch_offset(32.0 - 30.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[30], chroma_filter_2_phase[30], chroma_filter_2_phase[30]);
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sums = fetch_offset(31.0 - 32.0, one_x) + fetch_offset(32.0 - 31.0, one_x);
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signal += sums * vec3(luma_filter_2_phase[31], chroma_filter_2_phase[31], chroma_filter_2_phase[31]);
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signal += texture(Source, vTexCoord).xyz *
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vec3(luma_filter_2_phase[TAPS_2_phase], chroma_filter_2_phase[TAPS_2_phase], chroma_filter_2_phase[TAPS_2_phase]);
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}
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else if(phase > 2.5)
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{
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for (int i = 0; i < TAPS_3_phase; i++)
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{
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float offset = float(i);
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vec3 sums = fetch_offset(offset - float(TAPS_3_phase), one_x) +
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fetch_offset(float(TAPS_3_phase) - offset, one_x);
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signal += sums * vec3(luma_filter_3_phase[i], chroma_filter_3_phase[i], chroma_filter_3_phase[i]);
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}
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signal += texture(Source, vTexCoord).xyz *
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vec3(luma_filter_3_phase[TAPS_3_phase], chroma_filter_3_phase[TAPS_3_phase], chroma_filter_3_phase[TAPS_3_phase]);
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}
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if (global.ntsc_ring > 0.5)
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{
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vec2 dx = vec2(global.OriginalSize.z / min(res, 1.0), 0.0);
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float a = texture(Source, vTexCoord - 1.5*dx).a;
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float b = texture(Source, vTexCoord - 0.5*dx).a;
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float c = texture(Source, vTexCoord + 1.5*dx).a;
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float d = texture(Source, vTexCoord + 0.5*dx).a;
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float e = texture(Source, vTexCoord ).a;
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signal.x = clamp(signal.x, min(min(min(a,b),min(c,d)),e), max(max(max(a,b),max(c,d)),e));
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}
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signal.x = clamp(signal.x, -1.0, 1.0);
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vec3 rgb = signal;
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FragColor = vec4(rgb, 1.0);
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}
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