slang-shaders/bezel/Mega_Bezel/shaders/gtu/hsm-gtu-pass2.slang
2022-08-24 22:32:58 -04:00

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#version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
float GTU_ON;
float signalResolution;
float signalResolutionI;
float signalResolutionQ;
float compositeConnection;
} params;
#pragma parameter signalResolution " Signal Resolution Y" 256.0 16.0 1024.0 16.0
#pragma parameter signalResolutionI " Signal Resolution I" 83.0 1.0 350.0 2.0
#pragma parameter signalResolutionQ " Signal Resolution Q" 25.0 1.0 350.0 2.0
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
////////////////////////////////////////////////////////
// GTU version 0.50
// Author: aliaspider - aliaspider@gmail.com
// License: GPLv3
////////////////////////////////////////////////////////
#include "config.h"
#define YIQ_to_RGB mat3x3( 1.0 , 1.0 , 1.0 , 0.9563 , -0.2721 , -1.1070 , 0.6210 , -0.6474 , 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 GETC (texture(Source, vec2(vTexCoord.x - X * params.SourceSize.z, vTexCoord.y)).rgb)
#define VAL_composite vec3((c.x*STU(X,(params.signalResolution * params.SourceSize.z))),(c.y*STU(X,(params.signalResolutionI * params.SourceSize.z))),(c.z*STU(X,(params.signalResolutionQ * params.SourceSize.z))))
#define VAL (c*STU(X,(params.signalResolution * params.SourceSize.z)))
#define PROCESS(i) X=(offset-(i));c=GETC;tempColor+=VAL;
#define PROCESS_composite(i) X=(offset-(i));c=GETC;tempColor+=VAL_composite;
#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()
{
// If GTU is off return the color from the last pass
if (params.GTU_ON < 1)
{
FragColor = texture(Source, vTexCoord);
return;
}
float offset = fract((vTexCoord.x * params.SourceSize.x) - 0.5);
vec3 tempColor = vec3(0.0);
float X;
vec3 c;
float range;
if (params.compositeConnection > 0.0)
range=ceil(0.5+params.SourceSize.x/min(min(params.signalResolution,params.signalResolutionI),params.signalResolutionQ));
else
range=ceil(0.5+params.SourceSize.x/params.signalResolution);
float i;
if(params.compositeConnection > 0.0){
for (i=-range;i<range+2.0;i++){
PROCESS_composite((offset-(i)))
}
}
else{
for (i=-range;i<range+2.0;i++){
PROCESS((offset-(i)))
}
}
if(params.compositeConnection > 0.0)
tempColor=clamp(tempColor * YIQ_to_RGB,0.0,1.0);
else
tempColor=clamp(tempColor,0.0,1.0);
// tempColor=clamp(tempColor,0.0,1.0);
FragColor = vec4(tempColor, 1.0);
}