mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-29 19:01:31 +11:00
88 lines
2.3 KiB
Plaintext
88 lines
2.3 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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uint FrameCount;
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float quality, bw;
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} global;
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#pragma parameter quality "Quality (Composite = 0, Svideo = 1)" 0.0 0.0 1.0 1.0
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#pragma parameter bw "Black and White" 0.0 0.0 1.0 1.0
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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 vec2 pix_no;
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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;
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pix_no = TexCoord * global.SourceSize.xy * (global.OutputSize.xy / global.SourceSize.xy);
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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 vec2 pix_no;
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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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#define PI 3.14159265
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float phase = (global.OriginalSize.x > 300.0) ? 2.0 : 3.0;
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#define mix_mat mat3(BRIGHTNESS, FRINGING, FRINGING, ARTIFACTING, 2.0 * SATURATION, 0.0, ARTIFACTING, 0.0, 2.0 * SATURATION)
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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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void main()
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{
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float CHROMA_MOD_FREQ = (phase < 2.5) ? (4.0 * PI / 15.0) : (PI / 3.0);
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float ARTIFACTING = 1.0 - global.quality;
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float FRINGING = 1.0 - global.quality;
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float SATURATION = 1.0 - global.bw;
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// prevent some very slight clipping that happens at 1.0
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const float BRIGHTNESS = 0.95;
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vec3 col = texture(Source, vTexCoord).rgb;
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vec3 yiq = rgb2yiq(col);
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float chroma_phase = (phase < 2.5) ? PI * (mod(pix_no.y, 2.0) + mod(global.FrameCount, 2.)) : 0.6667 * PI * (mod(pix_no.y, 3.0) + mod(global.FrameCount, 2.));
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float mod_phase = chroma_phase + pix_no.x * CHROMA_MOD_FREQ;
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float i_mod = cos(mod_phase);
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float q_mod = sin(mod_phase);
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yiq.yz *= vec2(i_mod, q_mod); // Modulate.
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yiq *= mix_mat; // Cross-talk.
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yiq.yz *= vec2(i_mod, q_mod); // Demodulate.
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FragColor = vec4(yiq, 1.0);
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}
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