Commit 45d23272 authored by hunterk's avatar hunterk
Browse files

add ntsc-adaptive ported from slang

parent d95c2454
shaders = 2
shader0 = shaders/ntsc-adaptive/ntsc-pass1.glsl
scale_type0 = source
scale_x0 = 4.0
filter_linear0 = false
scale_y0 = 1.0
float_framebuffer0 = true
shader1 = shaders/ntsc-adaptive/ntsc-pass2.glsl
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0
filter_linear1 = false
#version 130
// NTSC-Adaptive
// based on Themaister's NTSC shader
#pragma parameter quality "Quality (Composite = 0, Svideo = 1)" 0.0 0.0 1.0 1.0
#pragma parameter bw "Black and White" 0.0 0.0 1.0 1.0
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 pix_no;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy;
pix_no = vTexCoord * SourceSize.xy * (OutSize.xy / InputSize.xy);
}
#elif defined(FRAGMENT)
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform COMPAT_PRECISION vec2 OrigInputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 pix_no;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float quality;
uniform COMPAT_PRECISION float bw;
#else
#define quality 0.0
#define bw 0.0
#endif
#define PI 3.14159265
float phase = (OrigInputSize.x > 300.0) ? 2.0 : 3.0;
#define mix_mat mat3(BRIGHTNESS, FRINGING, FRINGING, ARTIFACTING, 2.0 * SATURATION, 0.0, ARTIFACTING, 0.0, 2.0 * SATURATION)
const mat3 yiq2rgb_mat = mat3(
1.0, 0.956, 0.6210,
1.0, -0.2720, -0.6474,
1.0, -1.1060, 1.7046);
vec3 yiq2rgb(vec3 yiq)
{
return yiq * yiq2rgb_mat;
}
const mat3 yiq_mat = mat3(
0.2989, 0.5870, 0.1140,
0.5959, -0.2744, -0.3216,
0.2115, -0.5229, 0.3114
);
vec3 rgb2yiq(vec3 col)
{
return col * yiq_mat;
}
void main()
{
float CHROMA_MOD_FREQ = (phase < 2.5) ? (4.0 * PI / 15.0) : (PI / 3.0);
float ARTIFACTING = 1.0 - quality;
float FRINGING = 1.0 - quality;
float SATURATION = 1.0 - bw;
// prevent some very slight clipping that happens at 1.0
const float BRIGHTNESS = 0.95;
vec3 col = COMPAT_TEXTURE(Source, vTexCoord).rgb;
vec3 yiq = rgb2yiq(col);
float chroma_phase = (phase < 2.5) ? PI * (mod(pix_no.y, 2.0) + mod(float(FrameCount), 2.)) : 0.6667 * PI * (mod(pix_no.y, 3.0) + mod(float(FrameCount), 2.));
float mod_phase = chroma_phase + pix_no.x * CHROMA_MOD_FREQ;
float i_mod = cos(mod_phase);
float q_mod = sin(mod_phase);
yiq.yz *= vec2(i_mod, q_mod); // Modulate.
yiq *= mix_mat; // Cross-talk.
yiq.yz *= vec2(i_mod, q_mod); // Demodulate.
FragColor = vec4(yiq, 1.0);
}
#endif
#version 130
// NTSC-Adaptive
// based on Themaister's NTSC shader
#pragma parameter linearize "Linearize Output Gamma" 0.0 0.0 1.0 1.0
#define fetch_offset(offset, one_x) \
COMPAT_TEXTURE(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy - vec2(0.5 / SourceSize.x, 0.0); // Compensate for decimate-by-2.
}
#elif defined(FRAGMENT)
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform COMPAT_PRECISION vec2 OrigInputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float linearize;
#else
#define linearize 0.0
#endif
const mat3 yiq2rgb_mat = mat3(
1.0, 0.956, 0.6210,
1.0, -0.2720, -0.6474,
1.0, -1.1060, 1.7046);
vec3 yiq2rgb(vec3 yiq)
{
return yiq * yiq2rgb_mat;
}
const mat3 yiq_mat = mat3(
0.2989, 0.5870, 0.1140,
0.5959, -0.2744, -0.3216,
0.2115, -0.5229, 0.3114
);
vec3 rgb2yiq(vec3 col)
{
return col * yiq_mat;
}
const int TAPS_2_phase = 32;
const float luma_filter_2_phase[33] = float[33](
-0.000174844,
-0.000205844,
-0.000149453,
-0.000051693,
0.000000000,
-0.000066171,
-0.000245058,
-0.000432928,
-0.000472644,
-0.000252236,
0.000198929,
0.000687058,
0.000944112,
0.000803467,
0.000363199,
0.000013422,
0.000253402,
0.001339461,
0.002932972,
0.003983485,
0.003026683,
-0.001102056,
-0.008373026,
-0.016897700,
-0.022914480,
-0.021642347,
-0.008863273,
0.017271957,
0.054921920,
0.098342579,
0.139044281,
0.168055832,
0.178571429);
const float chroma_filter_2_phase[33] = float[33](
0.001384762,
0.001678312,
0.002021715,
0.002420562,
0.002880460,
0.003406879,
0.004004985,
0.004679445,
0.005434218,
0.006272332,
0.007195654,
0.008204665,
0.009298238,
0.010473450,
0.011725413,
0.013047155,
0.014429548,
0.015861306,
0.017329037,
0.018817382,
0.020309220,
0.021785952,
0.023227857,
0.024614500,
0.025925203,
0.027139546,
0.028237893,
0.029201910,
0.030015081,
0.030663170,
0.031134640,
0.031420995,
0.031517031);
const int TAPS_3_phase = 24;
const float luma_filter_3_phase[25] = float[25](
-0.000012020,
-0.000022146,
-0.000013155,
-0.000012020,
-0.000049979,
-0.000113940,
-0.000122150,
-0.000005612,
0.000170516,
0.000237199,
0.000169640,
0.000285688,
0.000984574,
0.002018683,
0.002002275,
-0.000909882,
-0.007049081,
-0.013222860,
-0.012606931,
0.002460860,
0.035868225,
0.084016453,
0.135563500,
0.175261268,
0.190176552);
const float chroma_filter_3_phase[25] = float[25](
-0.000118847,
-0.000271306,
-0.000502642,
-0.000930833,
-0.001451013,
-0.002064744,
-0.002700432,
-0.003241276,
-0.003524948,
-0.003350284,
-0.002491729,
-0.000721149,
0.002164659,
0.006313635,
0.011789103,
0.018545660,
0.026414396,
0.035100710,
0.044196567,
0.053207202,
0.061590275,
0.068803602,
0.074356193,
0.077856564,
0.079052396);
void main()
{
float phase = (OrigInputSize.x > 300.0) ? 2.0 : 3.0;
float one_x = SourceSize.z;
vec3 signal = vec3(0.0);
if(phase < 2.5)
{
for (int i = 0; i < TAPS_2_phase; i++)
{
float offset = float(i);
vec3 sums = fetch_offset(offset - float(TAPS_2_phase), one_x) +
fetch_offset(float(TAPS_2_phase) - offset, one_x);
signal += sums * vec3(luma_filter_2_phase[i], chroma_filter_2_phase[i], chroma_filter_2_phase[i]);
}
signal += COMPAT_TEXTURE(Source, vTexCoord).xyz *
vec3(luma_filter_2_phase[TAPS_2_phase], chroma_filter_2_phase[TAPS_2_phase], chroma_filter_2_phase[TAPS_2_phase]);
}
else if(phase > 2.5)
{
for (int i = 0; i < TAPS_3_phase; i++)
{
float offset = float(i);
vec3 sums = fetch_offset(offset - float(TAPS_3_phase), one_x) +
fetch_offset(float(TAPS_3_phase) - offset, one_x);
signal += sums * vec3(luma_filter_3_phase[i], chroma_filter_3_phase[i], chroma_filter_3_phase[i]);
}
signal += COMPAT_TEXTURE(Source, vTexCoord).xyz *
vec3(luma_filter_3_phase[TAPS_3_phase], chroma_filter_3_phase[TAPS_3_phase], chroma_filter_3_phase[TAPS_3_phase]);
}
vec3 rgb = yiq2rgb(signal);
FragColor = vec4(rgb, 1.0);
if(linearize < 0.5) return;
else FragColor = pow(FragColor, vec4(2.2));
}
#endif
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