mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
8b35477a93
* Update koko-aio to 3.8 * Missing files from previous commit * Still missing files * Fix full presets, hopefully ready for merging
238 lines
6.8 KiB
Plaintext
238 lines
6.8 KiB
Plaintext
#version 450
|
|
#include "config.inc"
|
|
|
|
#define NTSC_FILTER_WIDTH_MAX 25
|
|
#define NTSC_FILTER_MIDDLE NTSC_FILTER_WIDTH/2
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 1) out vec3 vTemperature_rgb;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
layout(location = 2) out float vNTSC_FILTER_FC;
|
|
layout(location = 3) out float vNTSC_FILTER_SCF;
|
|
layout(location = 4) out float vNTSC_weights[NTSC_FILTER_WIDTH_MAX];
|
|
|
|
|
|
#include "includes/functions.include.slang"
|
|
|
|
|
|
vec3 kelvin2rgb(float k) {
|
|
//Convert kelvin temperature to rgb factors
|
|
k = clamp(k,1000,40000);
|
|
k=k/100.0;
|
|
float tmpCalc;
|
|
vec3 pixel_out;
|
|
if (k<=66) {
|
|
pixel_out.r = 255;
|
|
pixel_out.g = 99.47080258612 * log(k) - 161.11956816610;
|
|
} else {
|
|
pixel_out.r = 329.6987274461 * pow(k - 60 ,-0.13320475922);
|
|
pixel_out.g = 288.12216952833 * pow(k-60, -0.07551484921);
|
|
}
|
|
|
|
if (k >= 66)
|
|
pixel_out.b = 255;
|
|
else if (k<=19)
|
|
pixel_out.b = 0;
|
|
else
|
|
pixel_out.b = 138.51773122311 * log(k - 10) - 305.04479273072;
|
|
|
|
return pixel_out/255.0;
|
|
}
|
|
|
|
/* hann() sinc() functions by xot:
|
|
* copyright (c) 2017-2018, John Leffingwell
|
|
* license CC BY-SA Attribution-ShareAlike
|
|
* ntscdec() function, same license and attribution,
|
|
* slightly modified by me.
|
|
* https://www.shadertoy.com/view/Mdffz7
|
|
*/
|
|
|
|
float hann(float n, float N) {
|
|
return 0.5 * (1.0 - cos((TAU*n)/(N-1.0))) ;
|
|
}
|
|
|
|
float sinc(float x) {
|
|
//if (x == 0.0) return 1.0;
|
|
x = x + eps;
|
|
return sin(pi*x) / (pi*x);
|
|
}
|
|
|
|
|
|
void main() {
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord * 1.0001;
|
|
|
|
if (DO_NTSC_ARTIFACTS > 0.0) {
|
|
vNTSC_FILTER_FC = NTSC_FILTER_FC * 0.1;
|
|
vNTSC_FILTER_SCF = NTSC_FILTER_SCF * 0.1;
|
|
float sum = 0.0;
|
|
int N = int(NTSC_FILTER_WIDTH);
|
|
// Compute sampling weights
|
|
for (int n = 0; n < N; n++) {
|
|
vNTSC_weights[n] = hann(float(n), float(N)) * sinc(vNTSC_FILTER_FC * float(n-NTSC_FILTER_MIDDLE));
|
|
sum += vNTSC_weights[n];
|
|
}
|
|
// Normalize sampling weights
|
|
for (int n = 0; n < N; n++) {
|
|
vNTSC_weights[n] /= sum;
|
|
}
|
|
}
|
|
if (TEMPERATURE != 6500)
|
|
vTemperature_rgb = kelvin2rgb(TEMPERATURE);
|
|
}
|
|
|
|
|
|
#pragma stage fragment
|
|
|
|
#include "includes/functions.include.slang"
|
|
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in vec3 vTemperature_rgb;
|
|
layout(location = 2) in float vNTSC_FILTER_FC;
|
|
layout(location = 3) in float vNTSC_FILTER_SCF;
|
|
layout(location = 4) in float vNTSC_weights[NTSC_FILTER_WIDTH_MAX];
|
|
|
|
|
|
layout(location = 0) out vec4 FragColor;
|
|
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
|
|
// Colorspace conversion matrix for YIQ-to-RGB
|
|
const mat3 YIQ2RGB = mat3(1.000, 1.000, 1.000,
|
|
0.956,-0.272,-1.106,
|
|
0.621,-0.647, 1.703);
|
|
|
|
const mat3 RGB2YIQ = mat3(
|
|
0.2989, 0.5959, 0.2115,
|
|
0.5870, -0.2744, -0.5229,
|
|
0.1140, -0.3216, 0.3114);
|
|
|
|
|
|
|
|
#define eps10 1.0e-10
|
|
vec3 rgb2hsv(vec3 c){
|
|
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
|
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
|
|
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
|
|
|
|
float d = q.x - min(q.w, q.y);
|
|
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + eps10)), d / (q.x + eps10), q.x);
|
|
}
|
|
|
|
#define pi10 pi*10
|
|
#define PHASE_SHIFT_FOR_BLUR_K pi/3
|
|
vec4 ntscdec(vec2 uv) {
|
|
vec2 size = params.SourceSize.xy;
|
|
// Sample composite signal and decode to YIQ
|
|
vec3 YIQ_processed = vec3(0.0);
|
|
vec3 YIQ_processed_shifted = vec3(0.0);
|
|
//by doing another ntsc filtering with this histed phase, we're able to better identify
|
|
//artifacts that will drive the blur modulation.
|
|
float phase_shift_for_blur;
|
|
|
|
int N = int(NTSC_FILTER_WIDTH);
|
|
for (int n=0; n < N; n++) {
|
|
vec2 pos = uv + vec2(float(n-NTSC_FILTER_MIDDLE) / size.x, 0.0);
|
|
float phase = TAU * (vNTSC_FILTER_SCF * size.x * pos.x);
|
|
float phase_shift_for_blur = phase + PHASE_SHIFT_FOR_BLUR_K;
|
|
|
|
phase += ( pos.y * -pi10 ) * (NTSC_PHASE_SHIFT);
|
|
|
|
//float phase = TAU * (vNTSC_FILTER_SCF * size.x * pos.x) + ( pos.y * -pi10 * NTSC_PHASE_SHIFT)
|
|
// ( pos.y * - 31.4);
|
|
//Just sample luminance via yiq:
|
|
vec3 smp = vec3((texture(Source, pos).rgb * RGB2YIQ).x);
|
|
YIQ_processed += vec3(1.0, cos(phase), sin(phase)) * smp * vNTSC_weights[n];
|
|
YIQ_processed_shifted += vec3(1.0, cos(phase_shift_for_blur), sin(phase_shift_for_blur)) * smp * vNTSC_weights[n];
|
|
}
|
|
|
|
vec3 RGB_ori = texture(Source, uv).rgb;
|
|
vec3 YIQ_ori = RGB_ori * RGB2YIQ;
|
|
|
|
vec3 YIQ_result = vec3(YIQ_ori.x, YIQ_ori.yz + YIQ_processed.yz * NTSC_MIX);
|
|
|
|
float artifacts_mask = abs(YIQ_processed.y) + abs(YIQ_processed.z) +
|
|
abs(YIQ_processed_shifted.y) + abs(YIQ_processed_shifted.z);
|
|
|
|
return vec4(YIQ_result * YIQ2RGB, artifacts_mask);
|
|
}
|
|
|
|
#define W vec3(0.2125, 0.7154, 0.0721)
|
|
|
|
vec3 color_tools(vec3 pixel_out) {
|
|
//Apply color corrections to input signal.
|
|
|
|
//Push luminance without clipping
|
|
pixel_out = pixel_push_luminance(pixel_out,LUMINANCE);
|
|
|
|
//Modify saturation
|
|
if (!(SATURATION == 1.0)) {
|
|
vec3 intensity = vec3(dot(pixel_out.rgb, W));
|
|
pixel_out.rgb = mix(intensity, pixel_out.rgb, SATURATION);
|
|
}
|
|
|
|
//Modify contrast and brightness
|
|
if (CONTRAST != 0.0 || BRIGHTNESS != 0.0)
|
|
pixel_out.rgb = scale_to_range_vec3(pixel_out.rgb, -CONTRAST, 1+CONTRAST) + BRIGHTNESS;
|
|
|
|
//Modify color temperature
|
|
if (TEMPERATURE != 6500.0) pixel_out.rgb = pixel_out.rgb * vTemperature_rgb;
|
|
return pixel_out;
|
|
}
|
|
|
|
|
|
vec3 debug() {
|
|
vec3 pixel_debug;
|
|
float blink_time = 120;
|
|
vec2 center = vTexCoord - vec2(0.5,0.5);
|
|
float radius = 0.1;
|
|
pixel_debug = vec3(1 - step(radius, length(center)));
|
|
pixel_debug *= float((mod(params.FrameCount,blink_time*2) < blink_time));
|
|
return pixel_debug;
|
|
}
|
|
|
|
void main() {
|
|
|
|
//FragColor = vec4(debug(), 1.0); return;
|
|
|
|
|
|
//This will go into alpha channel to make glow aware of it and blur more.
|
|
//It could be configurable.
|
|
float artifacts = 0.0;
|
|
|
|
vec3 pixel_out;
|
|
if (DO_NTSC_ARTIFACTS > 0.5) {
|
|
vec3 pixel_source = texture(Source, vTexCoord).rgb;
|
|
vec4 pixel_out_vec4 = ntscdec(vTexCoord);
|
|
pixel_out = pixel_out_vec4.rgb;
|
|
|
|
artifacts = pixel_out_vec4.a;
|
|
|
|
/*
|
|
//artifacts = pow(artifacts, IN_GLOW_NTSC_ARTF_TRSH * 8.0);
|
|
artifacts = artifacts * IN_GLOW_NTSC_ARTF_MULT;
|
|
artifacts = smoothstep(IN_GLOW_NTSC_ARTF_TRSH, 1.0, artifacts);
|
|
//artifacts = min(artifacts, 1.0); //<- useless since clamp happens if not uising float framebuffer.
|
|
*/
|
|
|
|
} else {
|
|
pixel_out = texture(Source, vTexCoord).rgb;
|
|
}
|
|
|
|
if (DO_CCORRECTION == 1.0)
|
|
pixel_out = color_tools(pixel_out);
|
|
|
|
FragColor = vec4(pixel_out, artifacts);
|
|
|
|
|
|
|
|
// FragColor = vec4(artifacts);
|
|
|
|
|
|
}
|
|
|
|
|