mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
282 lines
9.8 KiB
Plaintext
282 lines
9.8 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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int FrameDirection;
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} params;
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#define SamplerColorVHS Original
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#include "VHSPro_params.inc"
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#include "VHSPro_constants.inc"
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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 txcoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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txcoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 txcoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Original;
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layout(set = 0, binding = 3) uniform sampler2D tape;
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#include "VHSPro_functions.inc"
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#define SamplerTape tape
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void main()
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{
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const float t = float(params.FrameCount) * 0.0075;//_Time.y;
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vec2 p = txcoord.xy;
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float SLN = screenLinesNum; //TODO use only SLN
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float SLN_Noise = noiseLinesNum; //TODO only SLN_Noise
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float ONE_X = 0.0;
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float ONE_Y = 0.0;
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//basically if its 0 -> set it to fullscreen
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//TODO calc it before shader / already float done
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SLN = screenLinesNum; //TODO use only SLN
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SLN_Noise = noiseLinesNum; //TODO only SLN_Noise
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if(SLN==0.0) SLN = _ScreenParams.y;
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if(SLN_Noise==0 || SLN_Noise>SLN) SLN_Noise = SLN;
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ONE_X = 1.0/_ScreenParams.x; //assigning works only here
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ONE_Y = 1.0/_ScreenParams.y;
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if (VHS_Twitch_V){
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p = twitchVertical(0.5*twitchVFreq, p, t);
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}
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if (VHS_Twitch_H){
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p = twitchHorizonal(0.1*twitchHFreq, p, t);
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}
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//make discrete lines /w or wo float
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if(VHS_LinesFloat){
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float sh = fract(-t*linesFloatSpeed); //shift // float sh = fmod(t, 1.); //shift
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// if(p.x>0.5)
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p.y = -floor( -p.y * SLN + sh )/SLN + sh/SLN; //v1.3
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// p.y = floor( p.y * SLN + sh )/SLN - sh/SLN; //v1.2
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} else {
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// if(p.x>0.5)
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p.y = -floor( -p.y * SLN )/SLN; //v1.3
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// p.y = floor( p.y * SLN )/SLN; //v1.2
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}
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if (VHS_Stretch){
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p = stretch(p, t, 15.0, 1.0, 0.5, 0.0);
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p = stretch(p, t, 8.0, 1.2, 0.45, 0.5);
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p = stretch(p, t, 11.0, 0.5, -0.35, 0.25); //up
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}
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if (VHS_Jitter_H){
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if( fmod( p.y * SLN, 2.0)<1.0)
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p.x += ONE_X*sin(t*130.0)*jitterHAmount;
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}
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//just init
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vec3 col = vec3(0.0,0.0,0.0);
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vec3 signal = vec3(0.0,0.0,0.0);// rgb2yiq(col);
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//gotta initiate all these things here coz of tape noise distortion
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//[NOISE uv init]
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//if SLN_Noise different from SLN->recalc linefloat
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vec2 pn = p;
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if(SLN!=SLN_Noise){
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if(VHS_LineNoise){
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const float sh = fract(t); //shift // float sh = fmod(t, 1.); //shift
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pn.y = floor( pn.y * SLN_Noise + sh )/SLN_Noise - sh/SLN_Noise;
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} else {
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pn.y = floor( pn.y * SLN_Noise )/SLN_Noise;
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}
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}
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//SLN_X is quantization of X. goest from _ScreenParams.x to SLN_X
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const float ScreenLinesNumX = SLN_Noise * _ScreenParams.x / _ScreenParams.y;
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const float SLN_X = noiseQuantizeX*(_ScreenParams.x - ScreenLinesNumX) + ScreenLinesNumX;
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pn.x = floor( pn.x * SLN_X )/SLN_X;
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const vec2 pn_ = pn*_ScreenParams.xy;
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//TODO probably it shud be 1.0/SLN_Noise
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const float ONEXN = 1.0/SLN_X;
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//[//noise uv init]
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float distShift = 0; // for 2nd part of tape noise
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if (VHS_TapeNoise) {
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//uv distortion part of tapenoise
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distShift = 0; // for 2nd part of tape noise
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for (int ii = 0; ii < 20 % 1023; ii++){
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//this is t.n. line value at pn.y and down each pixel
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//TODO i guess ONEXN shud be 1.0/sln noise
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float tnl = textureLod(SamplerTape, vec2(0.0,pn.y-ONEXN*ii), 0.).y;
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// float tnl = texture(SamplerTape, vec2(0.0,pn.y-ONEXN*ii)).y;
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// float tnl = tapeNoiseLines(vec2(0.0,pn.y-ONEXN*i), t*tapeNoiseSpeed)*tapeNoiseAmount;
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tnl -= 0.15 * float(params.FrameDirection);
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// float fadediff = hash12(vec2(pn.x-ONEXN*i,pn.y));
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if(tnl>0.27) {
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//TODO get integer part other way
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const float sh = sin( 1.0*PI*(float(ii)/float(20))) ; //0..1
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p.x -= float(int(sh)*4.0*ONEXN); //displacement
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distShift += sh ; //for 2nd part
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// p.x += ONEXN * float(int(((tnl-thth)/thth)*4.0));
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// col.x = sh;
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}
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}
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}
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//uv transforms over
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//picture proccess start
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if (VHS_Jitter_V){
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signal = yiqDist(p, jitterVAmount, t*jitterVSpeed);
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} else {
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col = texture(SamplerColorVHS, p).rgb;
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// col = vec3(p.xy, 0.0);//debug
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signal = rgb2yiq(col);
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}
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if (VHS_LineNoise || VHS_FilmGrain){
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signal.x += texture(SamplerTape, pn).z;
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}
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//iq noise from yiq
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if (VHS_YIQNoise){
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if (signalNoiseType == 0) {
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//TODO make cheaper noise
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//type 1 (best) w Y mask
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const vec2 noise = n4rand_bw( pn_,t,1.0-signalNoisePower ) ;
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signal.y += (noise.x*2.0-1.0)*signalNoiseAmount*signal.x;
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signal.z += (noise.y*2.0-1.0)*signalNoiseAmount*signal.x;
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} else if (signalNoiseType == 1){
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//type 2
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const vec2 noise = n4rand_bw( pn_,t, 1.0-signalNoisePower ) ;
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signal.y += (noise.x*2.0-1.0)*signalNoiseAmount;
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signal.z += (noise.y*2.0-1.0)*signalNoiseAmount;
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} else {
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//type 3
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const vec2 noise = n4rand_bw( pn_,t, 1.0-signalNoisePower )*signalNoiseAmount ;
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signal.y *= noise.x;
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signal.z *= noise.y;
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signal.x += (noise.x*2.0-1.0)*0.05;
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}
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}
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//2nd part with noise, tail and yiq col shift
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if (VHS_TapeNoise){
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//here is normilized p (0..1)
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float tn = texture(SamplerTape, pn).x;
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signal.x = bms(signal.x, tn*tapeNoiseAmount ).x;
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// float tn = tapeNoise(pn, t*tapeNoiseSpeed)*tapeNoiseAmount;
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//tape noise tail
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const int tailLength=10; //TODO adjustable
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for(int j = 0; j < tailLength % 1023; j++){
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const float jj = float(j);
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const vec2 d = vec2(pn.x-ONEXN*jj,pn.y);
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tn = textureLod(SamplerTape, vec2(d), 0. ).x;
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// tn = texture(SamplerTape, d).x;
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// tn = tapeNoise(vec2(pn.x-ONEXN*i,pn.y), t*tapeNoiseSpeed)*tapeNoiseAmount;
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float fadediff = 0.0;
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//for tails length difference
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// if(__RENDERER__ == 0x0A100 || __RENDERER__ == 0x0B000) {
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// fadediff = textureLod(SamplerTape, vec2(d), 0.).a; //hash12(d);
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// }
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// if(__RENDERER__ == 0x09300 || __RENDERER__ >= 0x10000) {
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fadediff = texture(SamplerTape, d).a; //hash12(d);
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// }
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if( tn > 0.8 ){
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float nsx = 0.0; //new signal x
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const float newlength = float(tailLength)*(1.0-fadediff); //tail lenght diff
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if( jj <= newlength ) nsx = 1.0-( jj/ newlength ); //tail
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signal.x = bms(signal.x, nsx*tapeNoiseAmount).x;
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}
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}
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//tape noise color shift
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if(distShift>0.4){
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// float tnl = tapeNoiseLines(vec2(0.0,pn.y), t*tapeNoiseSpeed)*tapeNoiseAmount;
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const float tnl = texture(SamplerTape, pn).y;//tapeNoiseLines(vec2(0.0,pn.y), t*tapeNoiseSpeed)*tapeNoiseAmount;
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signal.y *= 1.0/distShift;//tnl*0.1;//*distShift;//*signal.x;
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signal.z *= 1.0/distShift;//*distShift;//*signal.x;
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}
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}
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//back to rgb color space
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//signal has negative values
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col = yiq2rgb(signal);
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//TODO put it into 2nd pass
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if (VHS_ScanLines){
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col *= scanLines(txcoord.xy, t);
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}
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//fisheye cutoff / outside fisheye
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//helps to remove noise outside the fisheye
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if (VHS_FishEye){
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p = txcoord.xy;
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float far;
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const vec2 hco = vec2(ONE_X*cutoffX, ONE_Y*cutoffY) * 0.25; //hard cuttoff x
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const vec2 sco = vec2(ONE_X*cutoffFadeX, ONE_Y*cutoffFadeY) * 0.25; //soft cuttoff x
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//hard cutoff
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if( p.x<=(0.0+hco.x) || p.x>=(1.0-hco.x) || p.y<=(0.0+hco.y) || p.y>=(1.0-hco.y) ){
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col = vec3(0.0,0.0,0.0);
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} else {
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//fades
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if( //X
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(p.x>(0.0+hco.x) && p.x<(0.0+(sco.x+hco.x) )) || (p.x>(1.0-(sco.x+hco.x)) && p.x<(1.0-hco.x))
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){
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if(p.x<0.5) far = (0.0-hco.x+p.x)/(sco.x);
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else
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far = (1.0-hco.x-p.x)/(sco.x);
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col *= float(far).xxx;
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};
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if( //Y
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(p.y>(0.0+hco.y) && p.y<(0.0+(sco.y+hco.y) )) || (p.y>(1.0-(sco.y+hco.y)) && p.y<(1.0-hco.y))
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){
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if(p.y<0.5) far = (0.0-hco.y+p.y)/(sco.y);
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else
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far = (1.0-hco.y-p.y)/(sco.y);
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col *= float(far).xxx;
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}
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}
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}
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// col = texture(SamplerTape, txcoord.xy).x;
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FragColor = vec4(col, 1.0);
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// FragColor = (VHS_TapeNoise && params.FrameDirection < 0) ? FragColor + (vec4(texture(tape, txcoord).g)) * 2. : FragColor;
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} |