mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
93 lines
2.3 KiB
Plaintext
93 lines
2.3 KiB
Plaintext
#version 450
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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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} 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 TO_INT2(X) int(floor(((X) * 3.0) + 0.5))
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#define TO_INT3(X) int(floor(((X) * 7.0) + 0.5))
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#define TO_INT4(X) int(floor(((X) * 15.0) + 0.5))
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bool InColorp (int p, int color)
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{
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return ((color + p) % 12 < 6);
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}
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float NTSCsignal(int emphasis, int level, int color, int p)
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{
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float black = .518;
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float white = 1.962;
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float attenuation = 0.746;
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const float levels[8] = float[] ( 0.350 , 0.518, 0.962, 1.550,
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1.094f, 1.506, 1.962, 1.962);
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if (color > 13)
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level = 1;
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float low = levels[0 + level];
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float high = levels[4 + level];
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if (color == 0)
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low = high;
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if (color > 12)
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high = low;
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float signal = InColorp(p, color) ? high : low;
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if ((bool(emphasis & 1) && InColorp(p, 0)) ||
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(bool(emphasis & 2) && InColorp(p, 4)) ||
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(bool(emphasis & 4) && InColorp(p, 8)))
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{
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signal = signal * attenuation;
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}
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signal = (signal - black) / (white - black);
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return signal;
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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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layout(location = 1) out float colorPhase;
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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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vec2 pos = (vTexCoord.xy*global.OutputSize.xy) - 0.5;
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colorPhase = 8.0001 + pos.x + pos.y * 4.0001 + global.FrameCount * 4.0001;
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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 float colorPhase;
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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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vec4 c = texture(Source, vTexCoord.xy);
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int color = TO_INT4(c.x);
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int level = TO_INT2(c.y);
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int emphasis = TO_INT3(c.z);
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float signal = NTSCsignal(emphasis, level, color, int(colorPhase + 0.5));
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FragColor = vec4(signal);
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}
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