Unverified Commit 33bf8f7e authored by hizzlekizzle's avatar hizzlekizzle Committed by GitHub
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Merge pull request #196 from hunterk/interlacing

update bob-deinterlacing and remove now-redundant bob-and-ghost
parents e3a942c6 d0524545
Pipeline #60779 passed with stage
in 15 seconds
#version 450
/*
Bob-and-ghost Deinterlacing
Author: hunterk
License: Public domain
Note: This shader is designed to work with the typical interlaced output from an emulator, which displays both even and odd fields twice.
As such, it is inappropriate for general video use unless the video has already been similarly woven beforehand.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#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()
{
vec4 current = pow(texture(Source, vTexCoord.xy), vec4(2.2));
vec4 prev = vec4(0.0);
float y = 0.0;
// assume anything with a vertical resolution greater than 400 lines is interlaced
if (params.SourceSize.y > 400.0){
y = params.SourceSize.y * vTexCoord.y + params.FrameCount;
current = pow(vec4(texture(Source, vTexCoord + vec2(0.0, params.SourceSize.w))), vec4(2.2));
vec4 evens = pow(vec4(texture(Source, vTexCoord - vec2(0.0, 0.5 * params.SourceSize.w))), vec4(2.2));
vec4 odds = pow(vec4(texture(Source, vTexCoord + vec2(0.0, 0.5 * params.SourceSize.w))), vec4(2.2));
prev = (evens + odds) / 2.0;
}
else
{
y = 2.000001 * params.SourceSize.y * vTexCoord.y;
prev = current;
}
if (mod(y, 2.0) > 0.99999) current = current;
else current = vec4(pow(texture(Source, vTexCoord), vec4(2.2)));
FragColor = vec4(pow((current + prev) / vec4(2.0), vec4(1.0 / 2.2)));
}
......@@ -5,8 +5,11 @@
Author: hunterk
License: Public domain
Note: This shader is designed to work with the typical interlaced output from an emulator, which displays both even and odd fields twice.
As such, it is inappropriate for general video use unless the video has already been similarly woven beforehand.
Note: This shader is designed to work with the typical interlaced output from
an emulator, which displays both even and odd fields twice.
As such, it is inappropriate for general video use unless the video has
already been similarly woven beforehand.
*/
layout(push_constant) uniform Push
......@@ -15,6 +18,7 @@ layout(push_constant) uniform Push
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float scale, ghost;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
......@@ -22,30 +26,62 @@ layout(std140, set = 0, binding = 0) uniform UBO
mat4 MVP;
} global;
// I wish there were some way to make this automatic...
#pragma parameter scale "Deinterlacing Scale" 1.0 1.0 16.0 1.0
#pragma parameter ghost "Blend Frames to Hide Bobbing" 0.0 0.0 1.0 1.0
#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 float is_interlaced;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
is_interlaced = float(params.OriginalSize.y > 400.0 * params.scale);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float is_interlaced;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
void main()
{
float y = 0.0;
// assume anything with a vertical resolution greater than 400 lines is interlaced
if (params.SourceSize.y > 400.0) y = params.SourceSize.y * vTexCoord.y + float(params.FrameCount);
else y = 2.000001 * params.SourceSize.y * vTexCoord.y;
if (mod(y, 2.0) > 0.99999) FragColor = vec4(texture(Source, vTexCoord + vec2(0.0, params.SourceSize.w)));
else
FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0);
// snap to the center of the underlying texel
vec2 uv = vTexCoord * params.SourceSize.xy - 0.5;
uv = (floor(uv) + 0.5) * params.SourceSize.zw;
// go ahead and sample the texture and early return if not interlaced
vec4 current = texture(Source, uv);
FragColor = current;
if(!bool(is_interlaced)) return;
float scale = params.scale;
// work our way down the vertical axis and skip up 1 pixel every other frame
float y = (params.SourceSize.y / scale) * uv.y + mod(float(params.FrameCount), 2.0);
// deinterlace the current frame
vec4 offset = texture(Source, uv + vec2(0.0, params.SourceSize.w * scale));
vec4 deint_current = (mod(y, 2.0) > 0.99999) ? offset : current;
FragColor = deint_current;
// early return if we don't want to do any frame-blending
if(!bool(params.ghost)) return;
// previous frame needs an opposite tick from the current frame
float y2 = (params.SourceSize.y / scale) * uv.y + clamp(1.0 - mod(float(params.FrameCount), 2.0), 0.0, 1.0);
// deinterlace previous frame
vec4 prev = texture(OriginalHistory1, uv);
vec4 prev_offset = texture(OriginalHistory1, uv + vec2(0.0, params.SourceSize.w * scale));
vec4 deint_prev = (mod(y2, 2.0) > 0.99999) ? prev_offset : prev;
FragColor = mix(deint_current, deint_prev, 0.5);
}
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