mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
269 lines
6.7 KiB
Plaintext
269 lines
6.7 KiB
Plaintext
#version 450
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/*
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NES NTSC Color Decoder shader
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Ported from Bisqwit's C++ NES Palette Generator
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https://forums.nesdev.com/viewtopic.php?p=85060#p85060
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Hue Preserve Clip functions ported from Drag's Palette Generator
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http://drag.wootest.net/misc/palgen.html
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Use with Nestopia or FCEUmm libretro cores with the palette set to 'raw'.
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*/
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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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layout(push_constant) uniform Push
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{
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float nes_saturation;
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float nes_hue;
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float nes_contrast;
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float nes_brightness;
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float nes_gamma;
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float nes_sony_matrix;
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float nes_clip_method;
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} params;
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#pragma parameter nes_saturation "Saturation" 1.0 0.0 5.0 0.05
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#pragma parameter nes_hue "Hue" 0.0 -360.0 360.0 1.0
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#pragma parameter nes_contrast "Contrast" 1.0 0.0 2.0 0.05
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#pragma parameter nes_brightness "Brightness" 1.0 0.0 2.0 0.05
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#pragma parameter nes_gamma "Gamma" 1.8 1.0 2.5 0.05
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#pragma parameter nes_sony_matrix "Sony CXA2025AS US colors" 0.0 0.0 1.0 1.0
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#pragma parameter nes_clip_method "Palette clipping method" 0.0 0.0 2.0 1.0
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#define saturation params.nes_saturation
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#define hue params.nes_hue
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#define contrast params.nes_contrast
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#define brightness params.nes_brightness
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#define gamma params.nes_gamma
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#define nes_sony_matrix params.nes_sony_matrix
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#define nes_clip_method params.nes_clip_method
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//comment the define out to use the "common" conversion matrix instead of the FCC sanctioned one
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#define USE_FCC_MATRIX
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bool wave (int p, int color)
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{
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return ((color + p + 8) % 12 < 6);
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}
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float gammafix (float f)
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{
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return f < 0.0 ? 0.0 : pow(f, 2.2 / gamma);
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}
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vec3 huePreserveClipDarken(float r, float g, float b)
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{
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float ratio = 1.0;
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if ((r > 1.0) || (g > 1.0) || (b > 1.0))
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{
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float max = r;
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if (g > max)
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max = g;
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if (b > max)
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max = b;
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ratio = 1.0 / max;
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}
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r *= ratio;
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g *= ratio;
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b *= ratio;
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r = clamp(r, 0.0, 1.0);
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g = clamp(g, 0.0, 1.0);
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b = clamp(b, 0.0, 1.0);
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return vec3(r, g, b);
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}
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vec3 huePreserveClipDesaturate(float r, float g, float b)
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{
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float l = (.299 * r) + (0.587 * g) + (0.114 * b);
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bool ovr = false;
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float ratio = 1.0;
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if ((r > 1.0) || (g > 1.0) || (b > 1.0))
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{
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ovr = true;
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float max = r;
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if (g > max) max = g;
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if (b > max) max = b;
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ratio = 1.0 / max;
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}
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if (ovr)
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{
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r -= 1.0;
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g -= 1.0;
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b -= 1.0;
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r *= ratio;
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g *= ratio;
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b *= ratio;
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r += 1.0;
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g += 1.0;
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b += 1.0;
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}
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r = clamp(r, 0.0, 1.0);
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g = clamp(g, 0.0, 1.0);
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b = clamp(b, 0.0, 1.0);
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return vec3(r, g, b);
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}
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vec3 MakeRGBColor(int emphasis, int level, int color)
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{
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float y = 0.0;
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float i = 0.0;
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float q = 0.0;
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float r = 0.0;
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float g = 0.0;
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float b = 0.0;
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float yiq2rgb[6];
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// Color 0xE and 0xF are black
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level = (color < 14) ? level : 1;
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// Voltage levels, relative to synch voltage
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float black = 0.518;
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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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1.094, 1.506, 1.962, 1.962);
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float low = levels[level + 4 * int(color == 0)];
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float high = levels[level + 4 * int(color < 13)];
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// Calculate the luma and chroma by emulating the relevant circuits:
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for(int p = 0; p < 12; p++) // 12 clock cycles per pixel.
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{
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// NES NTSC modulator (square wave between two voltage levels):
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float spot = wave(p, color) ? high : low;
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// De-emphasis bits attenuate a part of the signal:
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if ((bool(emphasis & 1) && wave(p, 12)) ||
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(bool(emphasis & 2) && wave(p, 4)) ||
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(bool(emphasis & 4) && wave(p, 8)))
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{
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spot *= attenuation;
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}
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// Normalize:
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float v = (spot - black) / (white - black);
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// Ideal TV NTSC demodulator:
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// Apply contrast/brightness
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v = (v - 0.5) * contrast + 0.5;
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v *= (brightness / 12.0);
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float hue_tweak = hue * 12.0 / 360.0;
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y += v;
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i += v * cos((3.141592653 / 6.0) * (p + hue_tweak) );
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q += v * sin((3.141592653 / 6.0) * (p + hue_tweak) );
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}
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i *= saturation;
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q *= saturation;
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if (nes_sony_matrix > 0.5)
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{
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// Sony CXA2025AS US conversion matrix
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yiq2rgb[0] = 1.630;
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yiq2rgb[1] = 0.317;
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yiq2rgb[2] = -0.378;
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yiq2rgb[3] = -0.466;
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yiq2rgb[4] = -1.089;
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yiq2rgb[5] = 1.677;
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}
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else
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{
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#ifdef USE_FCC_MATRIX
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// FCC sanctioned conversion matrix
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yiq2rgb[0] = 0.946882;
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yiq2rgb[1] = 0.623557;
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yiq2rgb[2] = -0.274788;
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yiq2rgb[3] = -0.635691;
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yiq2rgb[4] = -1.108545;
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yiq2rgb[5] = 1.709007;
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#else
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// commonly used conversion matrix
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yiq2rgb[0] = 0.956;
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yiq2rgb[1] = 0.621;
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yiq2rgb[2] = -0.272;
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yiq2rgb[3] = -0.647;
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yiq2rgb[4] = -1.105;
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yiq2rgb[5] = 1.702;
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#endif
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}
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// Convert YIQ into RGB according to selected conversion matrix
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r = gammafix(y + yiq2rgb[0] * i + yiq2rgb[1] * q);
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g = gammafix(y + yiq2rgb[2] * i + yiq2rgb[3] * q);
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b = gammafix(y + yiq2rgb[4] * i + yiq2rgb[5] * q);
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vec3 corrected_rgb;
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// Apply desired clipping method to out-of-gamut colors.
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if (nes_clip_method < 0.5)
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{
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//If a channel is out of range (> 1.0), it's simply clamped to 1.0. This may change hue, saturation, and/or lightness.
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r = clamp(r, 0.0, 1.0);
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g = clamp(g, 0.0, 1.0);
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b = clamp(b, 0.0, 1.0);
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corrected_rgb = vec3(r, g, b);
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}
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else if (nes_clip_method == 1.0)
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{
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//If any channels are out of range, the color is darkened until it is completely in range.
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corrected_rgb = huePreserveClipDarken(r, g, b);
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}
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else if (nes_clip_method == 2.0)
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{
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//If any channels are out of range, the color is desaturated towards the luminance it would've had.
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corrected_rgb = huePreserveClipDesaturate(r, g, b);
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}
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return corrected_rgb;
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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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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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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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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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// Extract the chroma, level, and emphasis from the normalized RGB triplet
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int color = int(floor((c.r * 15.0) + 0.5));
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int level = int(floor((c.g * 3.0) + 0.5));
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int emphasis = int(floor((c.b * 7.0) + 0.5));
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vec3 out_color = MakeRGBColor(emphasis, level, color);
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FragColor = vec4(out_color, 1.0);
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}
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