mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 03:11:31 +11:00
114 lines
3.5 KiB
Plaintext
114 lines
3.5 KiB
Plaintext
#version 450
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// NTSC Effect
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//-----------------------------------------------------------------------------
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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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vec4 FinalViewportSize;
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} params;
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#include "mame_parameters.inc"
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vec4 u_a_value = vec4(global.avalue);
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vec4 u_b_value = vec4(global.bvalue);
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vec4 u_cc_value = vec4(global.ccvalue);
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vec4 u_p_value = vec4(global.pvalue);
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vec4 u_scan_time = vec4(global.scantime);
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vec4 u_jitter_offset = vec4(global.jitter_offset);
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vec4 u_jitter_amount = vec4(global.jitter);
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//-----------------------------------------------------------------------------
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// Constants
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//-----------------------------------------------------------------------------
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const float PI = 3.1415927f;
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const float PI2 = PI * 2.0f;
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const vec4 YDot = vec4(0.299f, 0.587f, 0.114f, 0.0f);
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const vec4 IDot = vec4(0.595716f, -0.274453f, -0.321263f, 0.0f);
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const vec4 QDot = vec4(0.211456f, -0.522591f, 0.311135f, 0.0f);
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const vec3 RDot = vec3(1.0f, 0.956f, 0.621f);
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const vec3 GDot = vec3(1.0f, -0.272f, -0.647f);
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const vec3 BDot = vec3(1.0f, -1.106f, 1.703f);
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const vec4 OffsetX = vec4(0.0f, 0.25f, 0.50f, 0.75f);
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const vec4 NotchOffset = vec4(0.0f, 1.0f, 2.0f, 3.0f);
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const int SampleCount = 64;
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const int HalfSampleCount = SampleCount / 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 v_texcoord0;
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void main()
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{
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gl_Position = global.MVP * Position;
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v_texcoord0 = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 v_texcoord0;
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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 s_tex Source
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void main()
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{
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if(!NTSCSignal)
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{
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FragColor = texture(s_tex, v_texcoord0);
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return;
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}
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else
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{
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vec2 PValueSourceTexel = vec2(u_p_value.x, 0.0) / u_source_dims.xy;
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vec2 C0 = v_texcoord0 + PValueSourceTexel * vec2(0.0, 0.0);
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vec2 C1 = v_texcoord0 + PValueSourceTexel * vec2(0.25, 0.0);
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vec2 C2 = v_texcoord0 + PValueSourceTexel * vec2(0.5, 0.0);
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vec2 C3 = v_texcoord0 + PValueSourceTexel * vec2(0.75, 0.0);
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vec4 Cx = vec4(C0.x, C1.x, C2.x, C3.x);
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vec4 Cy = vec4(C0.y, C1.y, C2.y, C3.y);
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vec4 Texel0 = texture(s_tex, C0);
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vec4 Texel1 = texture(s_tex, C1);
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vec4 Texel2 = texture(s_tex, C2);
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vec4 Texel3 = texture(s_tex, C3);
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vec4 HPosition = Cx;
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vec4 VPosition = Cy;
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const vec4 YDot = vec4(0.299, 0.587, 0.114, 0.0);
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const vec4 IDot = vec4(0.595716, -0.274453, -0.321263, 0.0);
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const vec4 QDot = vec4(0.211456, -0.522591, 0.311135, 0.0);
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vec4 Y = vec4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot));
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vec4 I = vec4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot));
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vec4 Q = vec4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot));
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const float PI = 3.1415927;
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const float PI2 = 6.2831854;
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float W = PI2 * u_cc_value.x * u_scan_time.x;
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float WoPI = W / PI;
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float HOffset = (u_a_value.x + u_jitter_amount.x * u_jitter_offset.x) / WoPI;
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float VScale = (u_b_value.x * u_source_dims.y) / WoPI;
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vec4 T = HPosition + vec4(HOffset, HOffset, HOffset, HOffset) + VPosition * vec4(VScale, VScale, VScale, VScale);
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vec4 TW = T * W;
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FragColor = Y + I * cos(TW) + Q * sin(TW);
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}
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} |