mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 16:41:31 +11:00
3eecf5c78e
* For pull request of koko-aio 3.5 * removed monitor source
297 lines
9.1 KiB
Plaintext
297 lines
9.1 KiB
Plaintext
#version 450
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#include "config.inc"
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#define NTSC_FILTER_WIDTH_MAX 25
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#define NTSC_FILTER_MIDDLE NTSC_FILTER_WIDTH/2
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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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layout(location = 1) out vec3 temperature_rgb;
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layout(location = 2) out float vNTSC_FILTER_FC;
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layout(location = 3) out float vNTSC_FILTER_SCF;
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layout(location = 4) out float vNTSC_weights[NTSC_FILTER_WIDTH_MAX];
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#include "includes/functions.include.slang"
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/* hann() sinc() functions by xot:
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* copyright (c) 2017-2018, John Leffingwell
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* license CC BY-SA Attribution-ShareAlike
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* ntscdec() function, same license and attribution,
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* slightly modified by me.
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* https://www.shadertoy.com/view/Mdffz7
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*/
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// Hann windowing function
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float hann(float n, float N) {
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return 0.5 * (1.0 - cos((TAU*n)/(N-1.0)));
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}
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// Sinc function
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float sinc(float x) {
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if (x == 0.0) return 1.0;
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return sin(pi*x) / (pi*x);
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}
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vec3 kelvin2rgb(float k) {
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//Convert kelvin temperature to rgb factors
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k = clamp(k,1000,40000);
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k=k/100.0;
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float tmpCalc;
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vec3 pixel_out;
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if (k<=66) {
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pixel_out.r = 255;
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pixel_out.g = 99.47080258612 * log(k) - 161.11956816610;
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} else {
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pixel_out.r = 329.6987274461 * pow(k - 60 ,-0.13320475922);
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pixel_out.g = 288.12216952833 * pow(k-60, -0.07551484921);
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}
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if (k >= 66)
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pixel_out.b = 255;
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else if (k<=19)
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pixel_out.b = 0;
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else
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pixel_out.b = 138.51773122311 * log(k - 10) - 305.04479273072;
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return pixel_out/255.0;
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}
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void main() {
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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if (TEMPERATURE != 6500)
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temperature_rgb = kelvin2rgb(TEMPERATURE);
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if (DO_NTSC_ARTIFACTS > 0.0) {
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vNTSC_FILTER_FC = NTSC_FILTER_FC * 0.1;
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vNTSC_FILTER_SCF = NTSC_FILTER_SCF * 0.1;
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float sum = 0.0;
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int N = int(NTSC_FILTER_WIDTH);
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// Compute sampling weights
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for (int n = 0; n < N; n++) {
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vNTSC_weights[n] = hann(float(n), float(N)) * sinc(vNTSC_FILTER_FC * float(n-NTSC_FILTER_MIDDLE));
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sum += vNTSC_weights[n];
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}
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// Normalize sampling weights
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for (int n = 0; n < N; n++) {
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vNTSC_weights[n] /= sum;
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}
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}
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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 = 1) in vec3 temperature_rgb;
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layout(location = 2) in float vNTSC_FILTER_FC;
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layout(location = 3) in float vNTSC_FILTER_SCF;
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layout(location = 4) in float vNTSC_weights[NTSC_FILTER_WIDTH_MAX];
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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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#include "includes/functions.include.slang"
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// Colorspace conversion matrix for YIQ-to-RGB
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const mat3 YIQ2RGB = mat3(1.000, 1.000, 1.000,
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0.956,-0.272,-1.106,
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0.621,-0.647, 1.703);
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const mat3 RGB2YIQ = mat3(
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0.2989, 0.5959, 0.2115,
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0.5870, -0.2744, -0.5229,
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0.1140, -0.3216, 0.3114);
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// Hann windowing function
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float hann(float n, float N) {
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return 0.5 * (1.0 - cos((TAU*n)/(N-1.0)));
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}
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// Sinc function
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float sinc(float x) {
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if (x == 0.0) return 1.0;
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return sin(pi*x) / (pi*x);
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}
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#define pi10 pi*10
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vec3 ntscdec(vec2 uv ){
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vec2 size = params.SourceSize.xy;
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// Sample composite signal and decode to YIQ
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vec3 YIQ_processed = vec3(0.0);
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int N = int(NTSC_FILTER_WIDTH);
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for (int n=0; n < N; n++) {
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vec2 pos = uv + vec2(float(n-NTSC_FILTER_MIDDLE) / size.x, 0.0);
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float phase = TAU * (vNTSC_FILTER_SCF * size.x * pos.x);
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//phase += ( pos.x * 3.14 * 20) ; // rainbow width
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if (NTSC_PHASE_SHIFT > 0.5) phase += ( pos.y * -pi10 ) ; // 45 degree
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//if (NTSC_DOT_CRAWL > 0.5) phase += (params.FrameCount % 3140) /2.0 ;
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//float phase = TAU * (vNTSC_FILTER_SCF * size.x * pos.x) + ( pos.y * -pi10 * NTSC_PHASE_SHIFT)
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// ( pos.y * - 31.4);
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//Just sample luminance via yiq:
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vec3 smp = vec3((texture(Source, pos).rgb * RGB2YIQ).x);
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YIQ_processed += vec3(1.0, cos(phase), sin(phase)) * smp * vNTSC_weights[n];
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}
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vec3 RGB_ori = texture(Source, uv).rgb;
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vec3 YIQ_ori = RGB_ori * RGB2YIQ;
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//ADD artifacted Y and Q.
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vec3 YIQ_result = vec3(YIQ_ori.x, YIQ_ori.yz + YIQ_processed.yz * NTSC_MIX);
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/* se li vogliamo aggiungere come complemento ad 1?
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* tutto il
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* tipo ho y1 = 0.5 -> aggiungo y2 al max fino a 0.5, quindi come una sorta di clamp.
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* oppure partendo dall'opposto. e aggiungendo l'orinale all'ntsc.
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*/
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// YIQ_result.y = YIQ_ori.y + clamp(YIQ_processed.y, 0.0, (1-YIQ_ori.y)) * NTSC_MIX;
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// YIQ_result.z = YIQ_ori.z + clamp(YIQ_processed.z, 0.0, (1-YIQ_ori.z)) * NTSC_MIX;
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//return YIQ_processed * YIQ2RGB;
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return YIQ_result * YIQ2RGB;
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}
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vec3 color_tools(vec3 pixel_out) {
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//Apply color corrections to input signal.
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//Push luminance without clipping
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pixel_out = pixel_push_luminance(pixel_out,LUMINANCE);
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//Modify saturation
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if (!(SATURATION == 1.0)) {
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const vec3 W = vec3(0.2125, 0.7154, 0.0721);
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vec3 intensity = vec3(dot(pixel_out.rgb, W));
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pixel_out.rgb = mix(intensity, pixel_out.rgb, SATURATION);
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}
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//Modify contrast and brightness
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if (CONTRAST != 0.0 || BRIGHTNESS != 0.0)
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pixel_out.rgb = scale_to_range_vec3(pixel_out.rgb, -CONTRAST, 1+CONTRAST) + BRIGHTNESS;
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//Modify color temperature
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if (TEMPERATURE != 6500.0) pixel_out.rgb = pixel_out.rgb * temperature_rgb;
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return pixel_out;
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}
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vec3 pixel_no_flicker(vec2 coord){
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vec3 pixel_out;
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if (DO_NTSC_ARTIFACTS > 0.0)
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pixel_out = ntscdec(coord);
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else
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pixel_out = texture(Source,coord).rgb;
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if (DO_CCORRECTION == 1.0)
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pixel_out = color_tools(pixel_out);
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return pixel_out.rgb;
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}
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vec3 pixel_flickering() {
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/* Simulates the flickering effect of the interlaced screens.
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* As I remember, it was visible when a line and the next had high
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* luminosity differences.
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* So we need sample the current line and the previous one
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* (eventually applying color corrections to both).
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*
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* Repeating the following:
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* On frame 0, return the "clean" pixel
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* On frame 1, mix the upper pixel with the current one
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* On frame 2, mix the lower pixel with the current one
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*
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* The effect of the mix is the flickering itself, and we modulate
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* the mix according to the luminance difference between the current
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* pixel and the mixed one.
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*
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* We choose to alternate on a period of 3,
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* (thus considering the upper pixel and the lower one)
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* or else the high pixel persistance of lcd displays wont allow
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* to see the effect (the lcd panel would just mix the pixels by itself (meh).
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*/
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vec3 pixel_cur = pixel_no_flicker(vTexCoord);
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float mymod = params.FrameCount % 3;
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if (mymod == 0.0) return pixel_cur;
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float line_tick = (params.OriginalSize.y > MIN_LINES_INTERLACED ) ? 1 : 2 ;
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vec3 flickline;
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if (mymod == 1.0 )
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flickline = pixel_no_flicker(vTexCoord + vec2(0.0,params.OriginalSize.w/line_tick));
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else if (mymod == 2.0)
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flickline = pixel_no_flicker(vTexCoord - vec2(0.0,params.OriginalSize.w/line_tick));
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float lumdiff = (flickline.r+flickline.g+flickline.b)/3.0 -
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(pixel_cur.r+pixel_cur.g+pixel_cur.b)/3.0;
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if (lumdiff > 0.0) {
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lumdiff = scale_to_range(lumdiff,0.0,SCANLINE_FLICKERING_POWER);
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return mix(pixel_cur,flickline,lumdiff);
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} else {
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return pixel_cur;
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}
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}
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void debug() {
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//Just test patterns here
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vec3 pixel_debug;
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//Use one of the following to debug:
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pixel_debug=vec3(abs(sin(params.FrameCount/3.14/8.0))); //white fade
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//pixel_debug=vec3(abs(sin(params.FrameCount/3.14/20)),0.0,0.0); //red fade
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//pixel_debug=vec3(1.0);
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//pixel_debug=vec3(0.0,1.0,0.0);
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//pixel_debug=vec3(0.38,0.0,1.0)*vTexCoord.x;
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//pixel_debug=vec3(vTexCoord.x); //H bw gradient
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//pixel_debug=vec3(floor(vTexCoord.x*16)/16); //H bw gradient 16gray
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//pixel_debug=vec3(floor(vTexCoord.x*64)/64); //H bw gradient 64gray
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//pixel_debug=vec3(floor(vTexCoord.x*128)/128); //H bw gradient 128gray
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//pixel_debug=vec3(1,0,0,0)*floor(vTexCoord.x*64)/64; //H red gradient 64
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//if (mod(params.FrameCount,100) < 50) pixel_debug=vec3(0.0) ; else pixel_debug=vec3(1.0);
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//FragColor = vec4(color_tools(pixel_debug).rgb,1.0);
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FragColor = vec4(pixel_debug,1.0);
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}
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void main() {
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//FragColor = vec4(ntscdec(vTexCoord),1.0); return;
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//debug(); return;
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/* since flickering code needs
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luminosity difference between 2 vertical lines
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both have to be processed through color corrections and rgb pixel offsets.
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before flickering code can operate. (pixel_no_flicker)
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Therefore we call pixel_no_flicker inside it when we want flickering scanlines
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and outside id when we dont.
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*/
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if (DO_SCANLINES == 0.0) {
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FragColor= vec4(pixel_no_flicker(vTexCoord),1.0);
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return;
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}
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//Implicit else: DO_SCANLINES == 1.0
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if (scanline_have_to_flicker(is_interlaced())) {
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FragColor = vec4(pixel_flickering(),1.0);
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return;
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}
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//Implicit else: DO_SCANLINES == 1.0 but no flickering needed.
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FragColor = vec4(pixel_no_flicker(vTexCoord),1.0);
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}
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