ntsc-tate-pass1.slang 3.03 KB
Newer Older
1
2
3
4
5
6
7
8
9
10
11
12
#version 450

// NTSC-Adaptive
// based on Themaister's NTSC shader

layout(std140, set = 0, binding = 0) uniform UBO
{
   mat4 MVP;
   vec4 OutputSize;
   vec4 OriginalSize;
   vec4 SourceSize;
   uint FrameCount;
13
   float quality, ntsc_sat, cust_fringing, cust_artifacting, ntsc_bright;
14
15
} global;

16
17
18
19
20
21
22
#pragma parameter quality "Presets (Svideo=0 Composite=1 RF=2 Custom=-1)" 0.0 -1.0 2.0 1.0
#pragma parameter ntsc_sat "Color Saturation" 1.0 0.0 2.0 0.01
#pragma parameter ntsc_bright "Brightness" 1.0 0.0 1.5 0.01
#pragma parameter cust_fringing "Custom Fringing Value" 0.0 0.0 5.0 0.1
#pragma parameter cust_artifacting "Custom Artifacting Value" 0.0 0.0 5.0 0.1

#define PI 3.14159265
23
24
25
26
27
28

#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 pix_no;
29
30
31
32
33
34
layout(location = 2) out float phase;
layout(location = 3) out float BRIGHTNESS;
layout(location = 4) out float SATURATION;
layout(location = 5) out float FRINGING;
layout(location = 6) out float ARTIFACTING;
layout(location = 7) out float CHROMA_MOD_FREQ;
35
36
37

void main()
{
38
39
40
41
42
43
44
45
46
	gl_Position = global.MVP * Position;
	vTexCoord = TexCoord;
	pix_no = TexCoord * global.SourceSize.xy * (global.OutputSize.xy / global.SourceSize.xy);
	phase = (global.OriginalSize.x > 300.0) ? 2.0 : 3.0;
	CHROMA_MOD_FREQ = (phase < 2.5) ? (4.0 * PI / 15.0) : (PI / 3.0);
	ARTIFACTING = (global.quality > -0.5) ? global.quality : global.cust_artifacting;
	FRINGING = (global.quality > -0.5) ? global.quality : global.cust_fringing;
	SATURATION = global.ntsc_sat;
	BRIGHTNESS = global.ntsc_bright;
47
48
49
50
51
}

#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 pix_no;
52
53
54
55
56
57
layout(location = 2) in float phase;
layout(location = 3) in float BRIGHTNESS;
layout(location = 4) in float SATURATION;
layout(location = 5) in float FRINGING;
layout(location = 6) in float ARTIFACTING;
layout(location = 7) in float CHROMA_MOD_FREQ;
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;

#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()
{
   vec3 col = texture(Source, vTexCoord).rgb;
   vec3 yiq = rgb2yiq(col);

   float chroma_phase = (phase < 2.5) ? PI * (mod(pix_no.x, 2.0) + mod(global.FrameCount, 2.)) : 0.6667 * PI * (mod(pix_no.x, 3.0) + mod(global.FrameCount, 2.));

   float mod_phase = chroma_phase + pix_no.y * 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);
}