Unverified Commit 8a59989d authored by Tatsuya79's avatar Tatsuya79 Committed by GitHub
Browse files

ntsc-adaptive-tate, smart-morph additions

parent fa3321fb
shaders = 2
shader0 = shaders/ntsc-adaptive-tate/ntsc-tate-pass1.slang
scale_type0 = source
scale_x0 = 1.0
filter_linear0 = false
scale_y0 = 4.0
float_framebuffer0 = true
shader1 = shaders/ntsc-adaptive-tate/ntsc-tate-pass2.slang
scale_type1 = source
scale_x1 = 1.0
scale_y1 = 0.5
filter_linear1 = false
#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;
float quality, bw;
} global;
#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
#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;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
pix_no = TexCoord * global.SourceSize.xy * (global.OutputSize.xy / global.SourceSize.xy);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 pix_no;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define PI 3.14159265
float phase = (global.OriginalSize.y > 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 - global.quality;
float FRINGING = 1.0 - global.quality;
float SATURATION = 1.0 - global.bw;
// prevent some very slight clipping that happens at 1.0
const float BRIGHTNESS = 0.95;
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);
}
#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;
float linearize;
} global;
#pragma parameter linearize "Linearize Output Gamma" 0.0 0.0 1.0 1.0
#define fetch_offset(offset, one_y) \
texture(Source, vTexCoord + vec2(0.0, (offset) * (one_y))).xyz
#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 - vec2(0.0, 0.5 / global.SourceSize.y); // Compensate for decimate-by-2.
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
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 = (global.OriginalSize.y > 300.0) ? 2.0 : 3.0;
float one_y = global.SourceSize.w;
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_y) +
fetch_offset(float(TAPS_2_phase) - offset, one_y);
signal += sums * vec3(luma_filter_2_phase[i], chroma_filter_2_phase[i], chroma_filter_2_phase[i]);
}
signal += 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_y) +
fetch_offset(float(TAPS_3_phase) - offset, one_y);
signal += sums * vec3(luma_filter_3_phase[i], chroma_filter_3_phase[i], chroma_filter_3_phase[i]);
}
signal += 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(global.linearize < 0.5) return;
else FragColor = pow(FragColor, vec4(2.2));
}
shaders = "6"
shader0 = "../misc/ntsc-colors.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "../ntsc/shaders/ntsc-adaptive-tate/ntsc-tate-pass1.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
float_framebuffer1 = "true"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "4.000000"
shader2 = "../ntsc/shaders/ntsc-adaptive-tate/ntsc-tate-pass2.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = ""
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "0.500000"
shader3 = "../warp/shaders/smart-morph.slang"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = ""
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "../sharpen/shaders/fast-sharpen.slang"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "../crt/shaders/crt-geom.slang"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
intensity = "0.0"
quality = "0.0"
SM_RANGE = "2.0"
SM_PWR = "0.7"
CONTR = "0.15"
CRTgamma = "2.2"
CURVATURE = "1.0"
d = "1.5"
R = "1.8"
cornersize = "0.0155"
y_tilt = "-0.05"
scanline_weight = "0.25"
DOTMASK = "0.0"
lum = "0.15"
interlace_detect = "0.0"
vertical_scanlines = "1.0"
shaders = "6"
shader0 = "../misc/ntsc-colors.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "../ntsc/shaders/ntsc-adaptive/ntsc-pass1.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
float_framebuffer1 = "true"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "4.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "../ntsc/shaders/ntsc-adaptive/ntsc-pass2.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = ""
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "0.500000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "../warp/shaders/smart-morph.slang"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = ""
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "../sharpen/shaders/fast-sharpen.slang"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "../crt/shaders/crt-geom.slang"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
intensity = "0.0"
quality = "0.0"
SM_RANGE = "1.0"
SM_PWR = "0.7"
CONTR = "0.15"
CRTgamma = "2.2"
CURVATURE = "1.0"
d = "1.5"
R = "1.8"
cornersize = "0.0155"
y_tilt = "-0.05"
scanline_weight = "0.25"
DOTMASK = "0.0"
lum = "0.15"
interlace_detect = "0.0"
......@@ -22,10 +22,11 @@ layout(push_constant) uniform Push
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SM_MODE, SM_PWR, SM_STRMIN, SM_STRMAX, SM_CUTLO, SM_CUTHI, SM_DEBUG;
float SM_MODE, SM_RANGE, SM_PWR, SM_STRMIN, SM_STRMAX, SM_CUTLO, SM_CUTHI, SM_DEBUG;
} params;
#pragma parameter SM_MODE "SmartMorph Dilation / Erosion" 0.0 0.0 1.0 1.0 // Switches between dilation and erosion (line thinning or thickening).
#pragma parameter SM_RANGE "SmartMorph Range 0-multi 1-hor 2-vert" 0.0 0.0 2.0 1.0 // Switches between all directions / horizontal only / vertical only.
#pragma parameter SM_PWR "SmartMorph Luma Exponent" 0.5 0.0 10.0 0.1 // range: [0.0, +inf) - Raises d by the exponent of PWR. Smaller values for stronger morphing.
#pragma parameter SM_STRMIN "SmartMorph MIN Strength" 0.0 0.0 1.0 0.01 // range: [0.0, STRMAX] - Minimal strength to apply
#pragma parameter SM_STRMAX "SmartMorph MAX Strength" 1.0 0.0 1.0 0.01 // range: [STRMIN, 1.0] - Maximal strength to apply.
......@@ -68,20 +69,39 @@ void main()
vec3 E = TEX( 0., 0.).rgb;
vec3 F = TEX( 1., 0.).rgb;
vec3 H = TEX( 0., 1.).rgb;
vec3 res;
vec4 b = mul( mat4x3(B, D, H, F), y_weights );
float e = dot(E, y_weights);
float di = 0.0;
if(params.SM_MODE > 0.5){
di = min(min(b.x, b.y), min(b.z, min(b.w, e)));
}
else{
di = max(max(b.x, b.y), max(b.z, max(b.w, e)));
}
if (params.SM_RANGE == 2.0){
vec2 b = mul( mat2x3(B, H), y_weights );
if(params.SM_MODE > 0.5)
di = max(b.x, b.y);
else
di = min(b.x, b.y);
res = (di==b.y) ? B : H;
}
else if (params.SM_RANGE == 1.0){
vec2 b = mul( mat2x3(D,F), y_weights );
if(params.SM_MODE > 0.5)
di = max(b.x, b.y);
else
di = min(b.x, b.y);
res = (di==b.y) ? D : F;
}
else{
vec4 b = mul( mat4x3(B, D, H, F), y_weights );
if(params.SM_MODE > 0.5)
di = min(min(b.x, b.y), min(b.z, min(b.w, e)));
else
di = max(max(b.x, b.y), max(b.z, max(b.w, e)));
res = (di==b.x) ? B : (di==b.y) ? D : (di==b.z) ? H : F;
}
vec3 res = (di==b.x) ? B : (di==b.y) ? D : (di==b.z) ? H : F;
di = abs(e-di);
float str = (di<=params.SM_CUTLO) ? params.SM_STRMIN : (di>=params.SM_CUTHI) ? params.SM_STRMAX : smoothstep( 0.0, 1.0, pow((di-params.SM_CUTLO)/(params.SM_CUTHI-params.SM_CUTLO), params.SM_PWR) ) * (params.SM_STRMAX-params.SM_STRMIN) + params.SM_STRMIN;
......
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