slang-shaders/crt/shaders/tvout-tweaks.slang
2017-01-23 16:56:16 -06:00

157 lines
4.4 KiB
Plaintext

#version 450
///////////////
// TV-out tweaks
// Author: aliaspider - aliaspider@gmail.com
// License: GPLv3
////////////////////////////////////////////////////////
// this shader is meant to be used when running
// an emulator on a real CRT-TV @240p or @480i
////////////////////////////////////////////////////////
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float TVOUT_RESOLUTION;
float TVOUT_COMPOSITE_CONNECTION;
float TVOUT_TV_COLOR_LEVELS;
float TVOUT_RESOLUTION_Y;
float TVOUT_RESOLUTION_I;
float TVOUT_RESOLUTION_Q;
} params;
// Basic settings:
// signal resolution
// higher = sharper
#pragma parameter TVOUT_RESOLUTION "TVOut Signal Resolution" 256.0 0.0 1024.0 32.0 // default, minimum, maximum, optional step
// simulate a composite connection instead of RGB
#pragma parameter TVOUT_COMPOSITE_CONNECTION "TVOut Composite Enable" 0.0 0.0 1.0 1.0
// use TV video color range (16-235)
// instead of PC full range (0-255)
#pragma parameter TVOUT_TV_COLOR_LEVELS "TVOut TV Color Levels Enable" 0.0 0.0 1.0 1.0
////////////////////////////////////////////////////////
////////////////////////////////////////////////////////
// Advanced settings:
//
// these values will be used instead
// if COMPOSITE_CONNECTION is defined
// to simulate different signal resolutions(bandwidth)
// for luma (Y) and chroma ( I and Q )
// this is just an approximation
// and will only simulate the low bandwidth anspect of
// composite signal, not the crosstalk between luma and chroma
// Y = 4MHz I=1.3MHz Q=0.4MHz
#pragma parameter TVOUT_RESOLUTION_Y "TVOut Luma (Y) Resolution" 256.0 0.0 1024.0 32.0
#pragma parameter TVOUT_RESOLUTION_I "TVOut Chroma (I) Resolution" 83.2 0.0 256.0 8.0
#pragma parameter TVOUT_RESOLUTION_Q "TVOut Chroma (Q) Resolution" 25.6 0.0 256.0 8.0
// formula is MHz=resolution*15750Hz
// 15750Hz being the horizontal Frequency of NTSC
// (=262.5*60Hz)
////////////////////////////////////////////////////////
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
mat3x3 RGB_to_YIQ = mat3x3(
0.299,0.587,0.114,
0.595716,-0.274453,-0.321263,
0.211456,-0.522591, 0.311135);
mat3x3 YIQ_to_RGB = mat3x3(
1.0,0.9563,0.6210,
1.0,-0.2721,-0.6474,
1.0,-1.1070, 1.7046);
#define pi 3.14159265358
#define a(x) abs(x)
#define d(x,b) (pi*b*min(a(x)+0.5,1.0/b))
#define e(x,b) (pi*b*min(max(a(x)-0.5,-1.0/b),1.0/b))
#define STU(x,b) ((d(x,b)+sin(d(x,b))-e(x,b)-sin(e(x,b)))/(2.0*pi))
//#define X(i) (offset-(i))
#define L(C) clamp((C -16.5/ 256.0)*256.0/(236.0-16.0),0.0,1.0)
#define LCHR(C) clamp((C -16.5/ 256.0)*256.0/(240.0-16.0),0.0,1.0)
#define mul(a,b) (b*a)
vec3 LEVELS(vec3 c0)
{
if (params.TVOUT_TV_COLOR_LEVELS > 0.5)
{
if (params.TVOUT_COMPOSITE_CONNECTION > 0.5)
return vec3(L(c0.x),LCHR(c0.y),LCHR(c0.z));
else
return L(c0);
}
else
return c0;
}
#define GETC(c) \
if (params.TVOUT_COMPOSITE_CONNECTION > 0.5) \
c = mul(RGB_to_YIQ,LEVELS(texture(Source, vec2(vTexCoord.x - X*oneT,vTexCoord.y)).xyz)); \
else \
c = (LEVELS(texture(Source, vec2(vTexCoord.x - X*oneT,vTexCoord.y)).xyz))
#define VAL(tempColor) \
if (params.TVOUT_COMPOSITE_CONNECTION > 0.5) \
tempColor += vec3((c.x*STU(X,(params.TVOUT_RESOLUTION_Y*oneI))),(c.y*STU(X,(params.TVOUT_RESOLUTION_I*oneI))),(c.z*STU(X,(params.TVOUT_RESOLUTION_Q*oneI)))); \
else \
tempColor += (c*STU(X,(params.TVOUT_RESOLUTION*oneI)))
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec3 tempColor = vec3(0.0,0.0,0.0);
float offset = fract((vTexCoord.x * params.SourceSize.x) - 0.5);
float oneT = params.SourceSize.z;
float oneI = params.SourceSize.z;
float X;
vec3 c;
X = (offset-(-1));
GETC(c);
VAL(tempColor);
X = (offset-(0));
GETC(c);
VAL(tempColor);
X = (offset-(1));
GETC(c);
VAL(tempColor);
X = (offset-(2));
GETC(c);
VAL(tempColor);
if (params.TVOUT_COMPOSITE_CONNECTION > 0.5)
tempColor=mul(YIQ_to_RGB,tempColor);
FragColor = vec4(tempColor, 1.0);
}