mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
94 lines
2.6 KiB
Plaintext
94 lines
2.6 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float cropOverscan_x;
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float signalResolutionY;
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float signalResolutionI;
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float signalResolutionQ;
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} params;
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#pragma parameter cropOverscan_x "Crop Overscan X" 0.0 0.0 1.0 1.0
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#pragma parameter signalResolutionY "Signal Res Y" 200.0 20.0 500.0 10.0
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#pragma parameter signalResolutionI "Signal Res I" 125.0 20.0 350.0 10.0
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#pragma parameter signalResolutionQ "Signal Res Q" 125.0 20.0 350.0 10.0
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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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} global;
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////////////////////////////////////////////////////////
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// GTU-famicom version 0.50
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// Author: aliaspider - aliaspider@gmail.com
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// License: GPLv3
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////////////////////////////////////////////////////////
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#define pi 3.14159265358
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float d(float x, float b)
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{
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return (pi*b*min(abs(x)+0.5,1.0/b));
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}
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float e(float x, float b)
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{
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return (pi*b*min(max(abs(x)-0.5,-1.0/b),1.0/b));
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}
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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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if (params.cropOverscan_x > 0.0)
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gl_Position.x /= (240.0 / 256.0);
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vTexCoord = TexCoord;
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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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void main()
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{
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float offset = fract((vTexCoord.x * params.SourceSize.x) - 0.5);
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vec3 YIQ = vec3(0.0);
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vec3 RGB = vec3(0.0);
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float X;
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vec3 c;
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float Y = params.signalResolutionY * params.SourceSize.z;
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float I = params.signalResolutionI * params.SourceSize.z;
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float Q = params.signalResolutionQ * params.SourceSize.z;
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float range = ceil(0.5 + params.SourceSize.x / min(min(params.signalResolutionY, params.signalResolutionI), params.signalResolutionQ));
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float i;
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// for (i=-range;i<range+2.0;i++){
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for (i = 1.0 - range; i < range + 1.0; i++)
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{
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X = offset - i;
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c = texture(Source, vec2(vTexCoord.x - X * params.SourceSize.z, vTexCoord.y)).rgb;
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c.x *= ((d(X, Y) + sin(d(X, Y)) - e(X, Y) - sin(e(X, Y))) / (2.0 * pi));
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c.y *= ((d(X, I) + sin(d(X, I)) - e(X, I) - sin(e(X, I))) / (2.0 * pi));
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c.z *= ((d(X, Q) + sin(d(X, Q)) - e(X, Q) - sin(e(X, Q))) / (2.0 * pi));
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YIQ += c;
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}
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RGB.r = YIQ.r + 0.956 * YIQ.g + 0.621 * YIQ.b;
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RGB.g = YIQ.r - 0.272 * YIQ.g - 0.647 * YIQ.b;
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RGB.b = YIQ.r - 1.106 * YIQ.g + 1.703 * YIQ.b;
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FragColor = vec4(clamp(RGB, 0.0, 1.0), 1.0);
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}
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