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- #version 150
- // This is a port of the NTSC encode/decode shader pair in MAME and MESS, modified to use only
- // one pass rather than an encode pass and a decode pass. It accurately emulates the sort of
- // signal decimation one would see when viewing a composite signal, though it could benefit from a
- // pre-pass to re-size the input content to more accurately reflect the actual size that would
- // be incoming from a composite signal source.
- //
- // To encode the composite signal, I convert the RGB value to YIQ, then subsequently evaluate
- // the standard NTSC composite equation. Four composite samples per RGB pixel are generated from
- // the incoming linearly-interpolated texels.
- //
- // The decode pass implements a Fixed Impulse Response (FIR) filter designed by MAME/MESS contributor
- // "austere" in matlab (if memory serves correctly) to mimic the behavior of a standard television set
- // as closely as possible. The filter window is 83 composite samples wide, and there is an additional
- // notch filter pass on the luminance (Y) values in order to strip the color signal from the luminance
- // signal prior to processing.
- //
- // Yes, this code could greatly use some cleaning up.
- // ported from UltraMoogleMan's "Full MAME/MESS Shader Pipe" shadertoy: https://www.shadertoy.com/view/ldf3Rf
- // license: presumably MAME's license at the time, which was noncommercial
- #define scanlines 1.0
- #define scandark 0.175
- #define deconverge 0.0
- #define pincushion 0.0
- #define hertzroll 0.0
- // Useful Constants
- const vec4 Zero = vec4(0.0);
- const vec4 Half = vec4(0.5);
- const vec4 One = vec4(1.0);
- const vec4 Two = vec4(2.0);
- const vec3 Gray = vec3(0.3, 0.59, 0.11);
- const float Pi = 3.1415926535;
- const float Pi2 = 6.283185307;
- // NTSC Constants
- const vec4 A = vec4(0.5);
- const vec4 A2 = vec4(1.0);
- const vec4 B = vec4(0.5);
- const float P = 1.0;
- const float CCFrequency = 3.59754545;
- const float NotchUpperFrequency = 5.59754545; //3.59754545 + 2.0;
- const float NotchLowerFrequency = 1.59754545; //3.59754545 - 2.0;
- const float YFrequency = 6.0;
- const float IFrequency = 1.2;
- const float QFrequency = 0.6;
- const float NotchHalfWidth = 2.0;
- const float ScanTime = 52.6;
- const float Pi2ScanTime = 330.4955471482;// 6.283185307 * 52.6;
- const float MaxC = 2.1183;
- const vec4 YTransform = vec4(0.299, 0.587, 0.114, 0.0);
- const vec4 ITransform = vec4(0.595716, -0.274453, -0.321263, 0.0);
- const vec4 QTransform = vec4(0.211456, -0.522591, 0.311135, 0.0);
- const vec3 YIQ2R = vec3(1.0, 0.956, 0.621);
- const vec3 YIQ2G = vec3(1.0, -0.272, -0.647);
- const vec3 YIQ2B = vec3(1.0, -1.106, 1.703);
- const vec4 MinC = vec4(-1.1183);
- const vec4 CRange = vec4(3.2366);
- const vec4 InvCRange = vec4(1.0/3.2366);
- const float Pi2Length = Pi2 / 63.0;
- const vec4 NotchOffset = vec4(0.0, 1.0, 2.0, 3.0);
- vec4 W = vec4(Pi2 * CCFrequency * ScanTime);
- // Color Convolution Constants
- const vec3 RedMatrix = vec3(1.0, 0.0, 0.0);
- const vec3 GrnMatrix = vec3(0.0, 1.0, 0.0);
- const vec3 BluMatrix = vec3(0.0, 0.0, 1.0);
- const vec3 DCOffset = vec3(0.0, 0.0, 0.0);
- const vec3 ColorScale = vec3(0.95, 0.95, 0.95);
- const float Saturation = 1.4;
- // Deconverge Constants
- const vec3 ConvergeX = vec3(-0.4, 0.0, 0.2);
- const vec3 ConvergeY = vec3( 0.0, -0.4, 0.2);
- const vec3 RadialConvergeX = vec3(1.0, 1.0, 1.0);
- const vec3 RadialConvergeY = vec3(1.0, 1.0, 1.0);
- // Scanline/Pincushion Constants
- const float PincushionAmount = 0.015;
- const float CurvatureAmount = 0.015;
- //const float ScanlineAmount = 0.175; <- move to parameter
- const float ScanlineScale = 1.0;
- const float ScanlineHeight = 1.0;
- const float ScanlineBrightScale = 1.0;
- const float ScanlineBrightOffset = 0.0;
- const float ScanlineOffset = 0.0;
- const vec3 Floor = vec3(0.05, 0.05, 0.05);
- // 60Hz Bar Constants
- const float SixtyHertzRate = (60.0 / 59.97 - 1.0); // Difference between NTSC and line frequency
- const float SixtyHertzScale = 0.1;
- uniform sampler2D source[];
- uniform vec4 sourceSize[];
- uniform vec4 targetSize;
- uniform int phase;
- in Vertex {
- vec2 vTexCoord;
- };
- out vec4 FragColor;
- vec4 ColorConvolution(vec2 UV, vec2 InverseRes)
- {
- vec3 InPixel = texture(source[0], UV).rgb;
-
- // Color Matrix
- float RedValue = dot(InPixel, RedMatrix);
- float GrnValue = dot(InPixel, GrnMatrix);
- float BluValue = dot(InPixel, BluMatrix);
- vec3 OutColor = vec3(RedValue, GrnValue, BluValue);
-
- // DC Offset & Scale
- OutColor = (OutColor * ColorScale) + DCOffset;
-
- // Saturation
- float Luma = dot(OutColor, Gray);
- vec3 Chroma = OutColor - Luma;
- OutColor = (Chroma * Saturation) + Luma;
-
- return vec4(OutColor, 1.0);
- }
- vec4 Deconverge(vec2 UV)
- {
- vec2 InverseRes = 1.0 / sourceSize[0].xy;
- vec2 InverseSrcRes = 1.0 / sourceSize[0].xy;
- vec3 CoordX = UV.x * RadialConvergeX;
- vec3 CoordY = UV.y * RadialConvergeY;
- CoordX += ConvergeX * InverseRes.x - (RadialConvergeX - 1.0) * 0.5;
- CoordY += ConvergeY * InverseRes.y - (RadialConvergeY - 1.0) * 0.5;
- float RedValue = ColorConvolution(vec2(CoordX.x, CoordY.x), InverseSrcRes).r;
- float GrnValue = ColorConvolution(vec2(CoordX.y, CoordY.y), InverseSrcRes).g;
- float BluValue = ColorConvolution(vec2(CoordX.z, CoordY.z), InverseSrcRes).b;
- if (deconverge > 0.5) return vec4(RedValue, GrnValue, BluValue, 1.0);
- else return vec4(texture(source[0], UV));
- }
- vec4 ScanlinePincushion(vec2 UV)
- {
- vec4 InTexel = Deconverge(UV);
-
- vec2 PinUnitCoord = UV * Two.xy - One.xy;
- float PincushionR2 = pow(length(PinUnitCoord), 2.0);
- vec2 PincushionCurve = PinUnitCoord * PincushionAmount * PincushionR2;
- vec2 BaseCoord = UV;
- vec2 ScanCoord = UV;
-
- BaseCoord *= One.xy - PincushionAmount * 0.2; // Warning: Magic constant
- BaseCoord += PincushionAmount * 0.1;
- BaseCoord += PincushionCurve;
-
- ScanCoord *= One.xy - PincushionAmount * 0.2; // Warning: Magic constant
- ScanCoord += PincushionAmount * 0.1;
- ScanCoord += PincushionCurve;
-
- vec2 CurveClipUnitCoord = UV * Two.xy - One.xy;
- float CurvatureClipR2 = pow(length(CurveClipUnitCoord), 2.0);
- vec2 CurvatureClipCurve = CurveClipUnitCoord * CurvatureAmount * CurvatureClipR2;
- vec2 ScreenClipCoord = UV;
- ScreenClipCoord -= Half.xy;
- ScreenClipCoord *= One.xy - CurvatureAmount * 0.2; // Warning: Magic constant
- ScreenClipCoord += Half.xy;
- ScreenClipCoord += CurvatureClipCurve;
- if (pincushion > 0.5){
- // -- Alpha Clipping --
- if (BaseCoord.x < 0.0) return vec4(0.0, 0.0, 0.0, 1.0);
- if (BaseCoord.y < 0.0) return vec4(0.0, 0.0, 0.0, 1.0);
- if (BaseCoord.x > 1.0) return vec4(0.0, 0.0, 0.0, 1.0);
- if (BaseCoord.y > 1.0) return vec4(0.0, 0.0, 0.0, 1.0);
- }
-
- // -- Scanline Simulation --
- float InnerSine = ScanCoord.y * sourceSize[0].y * ScanlineScale;
- float ScanBrightMod = sin(InnerSine * Pi + ScanlineOffset * sourceSize[0].y);
- float ScanBrightness = mix(1.0, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0) * 0.5, scandark);
- vec3 ScanlineTexel = InTexel.rgb * ScanBrightness;
-
- // -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
- ScanlineTexel = Floor + (One.xyz - Floor) * ScanlineTexel;
- if (scanlines > 0.5) return vec4(ScanlineTexel, 1.0);
- else return vec4(InTexel);
- }
- vec4 SixtyHertz(vec2 UV)
- {
- vec4 InPixel = ScanlinePincushion(UV);
- float Milliseconds = float(phase) * 15.0;
- float TimeStep = fract(Milliseconds * SixtyHertzRate);
- float BarPosition = 1.0 - fract(-UV.y + TimeStep) * SixtyHertzScale;
- vec4 OutPixel = InPixel * BarPosition;
- if (hertzroll > 0.5) return OutPixel;
- else return InPixel;
- }
- void main() {
- vec4 OutPixel = SixtyHertz(vTexCoord.xy);
- FragColor = OutPixel;
- }
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