mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
221 lines
4.6 KiB
Plaintext
221 lines
4.6 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 linearize;
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} global;
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#pragma parameter linearize "Linearize Output Gamma" 0.0 0.0 1.0 1.0
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#define fetch_offset(offset, one_x) \
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texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz
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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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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 phase = (global.OriginalSize.x > 300.0) ? 2.0 : 3.0;
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float one_x = global.SourceSize.z;
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vec3 signal = vec3(0.0);
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if(phase < 2.5)
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{
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for (int i = 0; i < TAPS_2_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_2_phase), one_x) +
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fetch_offset(float(TAPS_2_phase) - offset, one_x);
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signal += sums * vec3(luma_filter_2_phase[i], chroma_filter_2_phase[i], chroma_filter_2_phase[i]);
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}
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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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vec3 rgb = yiq2rgb(signal);
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FragColor = vec4(rgb, 1.0);
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if(global.linearize < 0.5) return;
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else FragColor = pow(FragColor, vec4(2.2));
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}
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