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- #version 150
- ////////////////////////////////////////////////////////
- // GTU version 0.40
- // Author: aliaspider - aliaspider@gmail.com
- // License: GPLv3
- ////////////////////////////////////////////////////////
- ////////////////////////////////////////////////////////
- // SETTINGS
- ////////////////////////////////////////////////////////
- //#define CROP_OVERSCAN
- #define TV_COLOR_LEVELS
- //#define COMPOSITE_CONNECTION
- //#define NO_SCANLINES
- #define TV_HORIZONTAL_RESOLUTION 400.0
- #define TV_VERTICAL_RESOLUTION 300.0
- #define SIGNAL_RESOLUTION 280.0
- #define SIGNAL_RESOLUTION_I 83.0
- #define SIGNAL_RESOLUTION_Q 25.0
- #define TV_DISPLAY_GAMMA 2.4
- #define OUTPUT_DISPLAY_GAMMA 2.2
- ////////////////////////////////////////////////////////
- //
- ////////////////////////////////////////////////////////
- #define SCANLINE_WIDTH (1.5*sourceSize[0].y/TV_VERTICAL_RESOLUTION)
- uniform sampler2D source[];
- uniform sampler2D texture[];
- uniform vec4 sourceSize[];
- in Vertex {
- vec2 texCoord;
- };
- out vec4 fragColor;
- #define GAMMAOUT(c0) (pow(c0, vec3(1.0/OUTPUTG2)))
- #define pi 3.14159265358
- #define GAUSS(x,w) ((sqrt(2.0) / (w)) * (exp((-2.0 * pi * (x) * (x)) / ((w) * (w)))))
- #define Y(j) (offset.y-(j))
- #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 SOURCE(j) vec2(texCoord.x,texCoord.y - Y(j)*sourceSize[0].w)
- #define C(j) (texture2D(source[0], SOURCE(j)).xyz)
- #ifdef NO_SCANLINES
- #define VAL(j) (C(j)*STU(Y(j),(TV_VERTICAL_RESOLUTION*sourceSize[0].w)))
- #else
- #define VAL(j) (C(j)*GAUSS(Y(j),SCANLINE_WIDTH))
- #endif
- void main() {
-
- vec2 offset = fract((texCoord.xy * sourceSize[0].xy) - 0.5);
- vec3 tempColor = vec3(0.0);
- tempColor+=VAL(-3.0);
- tempColor+=VAL(-2.0);
- tempColor+=VAL(-1.0);
- tempColor+=VAL(0.0);
- tempColor+=VAL(1.0);
- tempColor+=VAL(2.0);
- tempColor+=VAL(3.0);
- tempColor+=VAL(4.0);
-
- fragColor = vec4(pow(tempColor,vec3(1.0/OUTPUT_DISPLAY_GAMMA)), 1.0);
- }
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