slang-shaders/crt/shaders/mame_hlsl/shaders/mame_ntsc_encode.slang

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#version 450
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// NTSC Effect
//-----------------------------------------------------------------------------
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
vec4 FinalViewportSize;
} params;
#include "mame_parameters.inc"
vec4 u_a_value = vec4(global.avalue);
vec4 u_b_value = vec4(global.bvalue);
vec4 u_cc_value = vec4(global.ccvalue);
vec4 u_p_value = vec4(global.pvalue);
vec4 u_scan_time = vec4(global.scantime);
vec4 u_jitter_offset = vec4(global.jitter_offset);
vec4 u_jitter_amount = vec4(global.jitter);
//-----------------------------------------------------------------------------
// Constants
//-----------------------------------------------------------------------------
const float PI = 3.1415927f;
const float PI2 = PI * 2.0f;
const vec4 YDot = vec4(0.299f, 0.587f, 0.114f, 0.0f);
const vec4 IDot = vec4(0.595716f, -0.274453f, -0.321263f, 0.0f);
const vec4 QDot = vec4(0.211456f, -0.522591f, 0.311135f, 0.0f);
const vec3 RDot = vec3(1.0f, 0.956f, 0.621f);
const vec3 GDot = vec3(1.0f, -0.272f, -0.647f);
const vec3 BDot = vec3(1.0f, -1.106f, 1.703f);
const vec4 OffsetX = vec4(0.0f, 0.25f, 0.50f, 0.75f);
const vec4 NotchOffset = vec4(0.0f, 1.0f, 2.0f, 3.0f);
const int SampleCount = 64;
const int HalfSampleCount = SampleCount / 2;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 v_texcoord0;
void main()
{
gl_Position = global.MVP * Position;
v_texcoord0 = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 v_texcoord0;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define s_tex Source
void main()
{
if(!NTSCSignal)
{
FragColor = texture(s_tex, v_texcoord0);
return;
}
else
{
vec2 PValueSourceTexel = vec2(u_p_value.x, 0.0) / u_source_dims.xy;
vec2 C0 = v_texcoord0 + PValueSourceTexel * vec2(0.0, 0.0);
vec2 C1 = v_texcoord0 + PValueSourceTexel * vec2(0.25, 0.0);
vec2 C2 = v_texcoord0 + PValueSourceTexel * vec2(0.5, 0.0);
vec2 C3 = v_texcoord0 + PValueSourceTexel * vec2(0.75, 0.0);
vec4 Cx = vec4(C0.x, C1.x, C2.x, C3.x);
vec4 Cy = vec4(C0.y, C1.y, C2.y, C3.y);
vec4 Texel0 = texture(s_tex, C0);
vec4 Texel1 = texture(s_tex, C1);
vec4 Texel2 = texture(s_tex, C2);
vec4 Texel3 = texture(s_tex, C3);
vec4 HPosition = Cx;
vec4 VPosition = Cy;
const vec4 YDot = vec4(0.299, 0.587, 0.114, 0.0);
const vec4 IDot = vec4(0.595716, -0.274453, -0.321263, 0.0);
const vec4 QDot = vec4(0.211456, -0.522591, 0.311135, 0.0);
vec4 Y = vec4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot));
vec4 I = vec4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot));
vec4 Q = vec4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot));
const float PI = 3.1415927;
const float PI2 = 6.2831854;
float W = PI2 * u_cc_value.x * u_scan_time.x;
float WoPI = W / PI;
float HOffset = (u_a_value.x + u_jitter_amount.x * u_jitter_offset.x) / WoPI;
float VScale = (u_b_value.x * u_source_dims.y) / WoPI;
vec4 T = HPosition + vec4(HOffset, HOffset, HOffset, HOffset) + VPosition * vec4(VScale, VScale, VScale, VScale);
vec4 TW = T * W;
FragColor = Y + I * cos(TW) + Q * sin(TW);
}
}