mirror of
https://github.com/libretro/glsl-shaders.git
synced 2025-02-20 15:10:42 +00:00
(nes-color-decoder) Backport recent changes
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commit
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@ -1,186 +0,0 @@
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// Compatibility #ifdefs needed for parameters
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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// Parameter lines go here:
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#pragma parameter saturation "Saturation" 1.0 0.0 5.0 0.05
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#pragma parameter hue_tweak "Hue" 0.0 -10.0 10.0 0.05
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#pragma parameter contrast "Contrast" 1.0 0.0 2.0 0.05
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#pragma parameter brightness "Brightness" 1.0 0.0 2.0 0.05
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#pragma parameter gamma "Gamma" 1.8 1.0 2.5 0.05
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#ifdef PARAMETER_UNIFORM
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// All parameter floats need to have COMPAT_PRECISION in front of them
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uniform COMPAT_PRECISION float saturation;
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uniform COMPAT_PRECISION float hue_tweak;
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uniform COMPAT_PRECISION float contrast;
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uniform COMPAT_PRECISION float brightness;
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uniform COMPAT_PRECISION float gamma;
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#else
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#define saturation 1.0
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#define hue_tweak 0.0
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#define contrast 1.0
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#define brightness 1.0
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#define gamma 1.8
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#endif
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bool wave (int p, int color)
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{
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return ((color + p + 8) % 12 < 6);
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}
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float gammafix (float f)
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{
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return f < 0.0 ? 0.0 : pow(f, 2.2 / gamma);
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}
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vec3 MakeRGBColor(int emphasis, int level, int color)
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{
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float y = 0.0;
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float i = 0.0;
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float q = 0.0;
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float r = 0.0;
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float g = 0.0;
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float b = 0.0;
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// Voltage levels, relative to synch voltage
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float black = 0.518;
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float white = 1.962;
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float attenuation = 0.746;
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const float levels[8] = float[] ( 0.350 , 0.518, 0.962, 1.550,
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1.094, 1.506, 1.962, 1.962);
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float low = levels[level + 4 * int(color == 0)];
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float high = levels[level + 4 * int(color < 13)];
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// Calculate the luma and chroma by emulating the relevant circuits:
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for(int p = 0; p < 12; p++) // 12 clock cycles per pixel.
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{
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// NES NTSC modulator (square wave between two voltage levels):
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float spot = wave(p, color) ? high : low;
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// De-emphasis bits attenuate a part of the signal:
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if ((bool(emphasis & 1) && wave(p, 12)) ||
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(bool(emphasis & 2) && wave(p, 4)) ||
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(bool(emphasis & 4) && wave(p, 8)))
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{
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spot *= attenuation;
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}
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// Normalize:
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float v = (spot - black) / (white - black);
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// Ideal TV NTSC demodulator:
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// Apply contrast/brightness
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v = (v - 0.5) * contrast + 0.5;
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v *= (brightness / 12.0);
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y += v;
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i += v * cos((3.141592653 / 6.0) * (p + hue_tweak) );
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q += v * sin((3.141592653 / 6.0) * (p + hue_tweak) );
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}
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i *= saturation;
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q *= saturation;
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// Convert YIQ into RGB according to a commonly used conversion matrix.
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r = clamp((1.0 * gammafix(y + 0.956 * i + 0.621 * q)), 0, 1.0);
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g = clamp((1.0 * gammafix(y + -0.272 * i + -0.647 * q)), 0, 1.0);
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b = clamp((1.0 * gammafix(y + -1.105 * i + 1.702 * q)), 0, 1.0);
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return vec3(r,g,b);
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}
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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vec4 _oPosition1;
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uniform mat4 MVPMatrix;
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uniform int FrameDirection;
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uniform int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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COL0 = COLOR;
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TEX0.xy = TexCoord.xy;
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform int FrameDirection;
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uniform int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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// compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define texture(c, d) COMPAT_TEXTURE(c, d)
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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void main()
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{
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vec4 c = texture(Source, vTexCoord.xy);
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// Extract the chroma, level, and emphasis from the normalized RGB triplet
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int color = int(floor((c.r * 15.0) + 0.5));
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int level = int(floor((c.g * 3.0) + 0.5));
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int emphasis = int(floor((c.b * 7.0) + 0.5));
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vec3 out_color = MakeRGBColor(emphasis, level, color);
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FragColor = vec4(out_color, 1.0);
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}
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#endif
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@ -1,186 +0,0 @@
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// Compatibility #ifdefs needed for parameters
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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// Parameter lines go here:
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#pragma parameter saturation "Saturation" 1.0 0.0 5.0 0.05
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#pragma parameter hue_tweak "Hue" 0.0 -10.0 10.0 0.05
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#pragma parameter contrast "Contrast" 1.0 0.0 2.0 0.05
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#pragma parameter brightness "Brightness" 1.0 0.0 2.0 0.05
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#pragma parameter gamma "Gamma" 1.8 1.0 2.5 0.05
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#ifdef PARAMETER_UNIFORM
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// All parameter floats need to have COMPAT_PRECISION in front of them
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uniform COMPAT_PRECISION float saturation;
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uniform COMPAT_PRECISION float hue_tweak;
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uniform COMPAT_PRECISION float contrast;
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uniform COMPAT_PRECISION float brightness;
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uniform COMPAT_PRECISION float gamma;
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#else
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#define saturation 1.0
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#define hue_tweak 0.0
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#define contrast 1.0
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#define brightness 1.0
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#define gamma 1.8
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#endif
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bool wave (int p, int color)
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{
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return ((color + p + 8) % 12 < 6);
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}
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float gammafix (float f)
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{
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return f < 0.0 ? 0.0 : pow(f, 2.2 / gamma);
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}
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vec3 MakeRGBColor(int emphasis, int level, int color)
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{
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float y = 0.0;
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float i = 0.0;
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float q = 0.0;
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float r = 0.0;
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float g = 0.0;
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float b = 0.0;
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// Voltage levels, relative to synch voltage
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float black = 0.518;
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float white = 1.962;
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float attenuation = 0.746;
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const float levels[8] = float[] ( 0.350 , 0.518, 0.962, 1.550,
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1.094, 1.506, 1.962, 1.962);
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float low = levels[level + 4 * int(color == 0)];
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float high = levels[level + 4 * int(color < 13)];
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// Calculate the luma and chroma by emulating the relevant circuits:
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for(int p = 0; p < 12; p++) // 12 clock cycles per pixel.
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{
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// NES NTSC modulator (square wave between two voltage levels):
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float spot = wave(p, color) ? high : low;
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// De-emphasis bits attenuate a part of the signal:
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if ((bool(emphasis & 1) && wave(p, 12)) ||
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(bool(emphasis & 2) && wave(p, 4)) ||
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(bool(emphasis & 4) && wave(p, 8)))
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{
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spot *= attenuation;
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}
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// Normalize:
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float v = (spot - black) / (white - black);
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// Ideal TV NTSC demodulator:
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// Apply contrast/brightness
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v = (v - 0.5) * contrast + 0.5;
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v *= (brightness / 12.0);
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y += v;
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i += v * cos((3.141592653 / 6.0) * (p + hue_tweak) );
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q += v * sin((3.141592653 / 6.0) * (p + hue_tweak) );
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}
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i *= saturation;
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q *= saturation;
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// Convert YIQ into RGB according to the Sony CXA2025AS US decoder matrix.
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r = clamp((1.0 * gammafix(y + 1.630 * i + 0.317 * q)), 0, 1.0);
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g = clamp((1.0 * gammafix(y + -0.378 * i + -0.466 * q)), 0, 1.0);
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b = clamp((1.0 * gammafix(y + -1.089 * i + 1.677 * q)), 0, 1.0);
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return vec3(r,g,b);
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}
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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vec4 _oPosition1;
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uniform mat4 MVPMatrix;
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uniform int FrameDirection;
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uniform int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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COL0 = COLOR;
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TEX0.xy = TexCoord.xy;
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform int FrameDirection;
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uniform int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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// compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define texture(c, d) COMPAT_TEXTURE(c, d)
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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void main()
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{
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vec4 c = texture(Source, vTexCoord.xy);
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// Extract the chroma, level, and emphasis from the normalized RGB triplet
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int color = int(floor((c.r * 15.0) + 0.5));
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int level = int(floor((c.g * 3.0) + 0.5));
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int emphasis = int(floor((c.b * 7.0) + 0.5));
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vec3 out_color = MakeRGBColor(emphasis, level, color);
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FragColor = vec4(out_color, 1.0);
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}
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#endif
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@ -5,27 +5,54 @@
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#define COMPAT_PRECISION
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#endif
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/*
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NES NTSC Color Decoder shader
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Ported from Bisqwit's C++ NES Palette Generator
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https://forums.nesdev.com/viewtopic.php?p=85060#p85060
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Hue Preserve Clip functions ported from Drag's Palette Generator
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http://drag.wootest.net/misc/palgen.html
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Use with Nestopia or FCEUmm libretro cores with the palette set to 'raw'.
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*/
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// Parameter lines go here:
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#pragma parameter saturation "Saturation" 1.0 0.0 5.0 0.05
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#pragma parameter hue_tweak "Hue" 0.0 -10.0 10.0 0.05
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#pragma parameter contrast "Contrast" 1.0 0.0 2.0 0.05
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#pragma parameter brightness "Brightness" 1.0 0.0 2.0 0.05
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#pragma parameter gamma "Gamma" 1.8 1.0 2.5 0.05
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#pragma parameter nes_saturation "Saturation" 1.0 0.0 5.0 0.05
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#pragma parameter nes_hue "Hue" 0.0 -360.0 360.0 1.0
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#pragma parameter nes_contrast "Contrast" 1.0 0.0 2.0 0.05
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#pragma parameter nes_brightness "Brightness" 1.0 0.0 2.0 0.05
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#pragma parameter nes_gamma "Gamma" 1.8 1.0 2.5 0.05
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#pragma parameter nes_sony_matrix "Sony CXA2025AS US colors" 0.0 0.0 1.0 1.0
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#pragma parameter nes_clip_method "Palette clipping method" 0.0 0.0 2.0 1.0
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#ifdef PARAMETER_UNIFORM
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// All parameter floats need to have COMPAT_PRECISION in front of them
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uniform COMPAT_PRECISION float saturation;
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uniform COMPAT_PRECISION float hue_tweak;
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uniform COMPAT_PRECISION float contrast;
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uniform COMPAT_PRECISION float brightness;
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uniform COMPAT_PRECISION float gamma;
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uniform COMPAT_PRECISION float nes_saturation;
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uniform COMPAT_PRECISION float nes_hue;
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uniform COMPAT_PRECISION float nes_contrast;
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uniform COMPAT_PRECISION float nes_brightness;
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uniform COMPAT_PRECISION float nes_gamma;
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uniform COMPAT_PRECISION float nes_sony_matrix;
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uniform COMPAT_PRECISION float nes_clip_method;
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#else
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#define saturation 1.0
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#define hue_tweak 0.0
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#define contrast 1.0
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#define brightness 1.0
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#define gamma 1.8
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#define nes_saturation 1.0
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#define nes_hue 0.0
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#define nes_contrast 1.0
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#define nes_brightness 1.0
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#define nes_gamma 1.8
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#define nes_sony_matrix 0.0
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#define nes_clip_method 0.0
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#endif
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#define saturation nes_saturation
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#define hue nes_hue
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#define contrast nes_contrast
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#define brightness nes_brightness
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#define gamma nes_gamma
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//comment the define out to use the "common" conversion matrix instead of the FCC sanctioned one
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#define USE_FCC_MATRIX
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bool wave (int p, int color)
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{
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return ((color + p + 8) % 12 < 6);
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@ -36,6 +63,65 @@ float gammafix (float f)
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return f < 0.0 ? 0.0 : pow(f, 2.2 / gamma);
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}
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vec3 huePreserveClipDarken(float r, float g, float b)
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{
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float ratio = 1.0;
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if ((r > 1.0) || (g > 1.0) || (b > 1.0))
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{
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float max = r;
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if (g > max)
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max = g;
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if (b > max)
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max = b;
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ratio = 1.0 / max;
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}
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r *= ratio;
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g *= ratio;
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b *= ratio;
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r = clamp(r, 0.0, 1.0);
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g = clamp(g, 0.0, 1.0);
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b = clamp(b, 0.0, 1.0);
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return vec3(r, g, b);
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}
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vec3 huePreserveClipDesaturate(float r, float g, float b)
|
||||
{
|
||||
float l = (.299 * r) + (0.587 * g) + (0.114 * b);
|
||||
bool ovr = false;
|
||||
float ratio = 1.0;
|
||||
|
||||
if ((r > 1.0) || (g > 1.0) || (b > 1.0))
|
||||
{
|
||||
ovr = true;
|
||||
float max = r;
|
||||
if (g > max) max = g;
|
||||
if (b > max) max = b;
|
||||
ratio = 1.0 / max;
|
||||
}
|
||||
|
||||
if (ovr)
|
||||
{
|
||||
r -= 1.0;
|
||||
g -= 1.0;
|
||||
b -= 1.0;
|
||||
r *= ratio;
|
||||
g *= ratio;
|
||||
b *= ratio;
|
||||
r += 1.0;
|
||||
g += 1.0;
|
||||
b += 1.0;
|
||||
}
|
||||
|
||||
r = clamp(r, 0.0, 1.0);
|
||||
g = clamp(g, 0.0, 1.0);
|
||||
b = clamp(b, 0.0, 1.0);
|
||||
|
||||
return vec3(r, g, b);
|
||||
}
|
||||
|
||||
vec3 MakeRGBColor(int emphasis, int level, int color)
|
||||
{
|
||||
float y = 0.0;
|
||||
@ -46,6 +132,11 @@ vec3 MakeRGBColor(int emphasis, int level, int color)
|
||||
float g = 0.0;
|
||||
float b = 0.0;
|
||||
|
||||
float yiq2rgb[6];
|
||||
|
||||
// Color 0xE and 0xF are black
|
||||
level = (color < 14) ? level : 1;
|
||||
|
||||
// Voltage levels, relative to synch voltage
|
||||
float black = 0.518;
|
||||
float white = 1.962;
|
||||
@ -78,6 +169,8 @@ vec3 MakeRGBColor(int emphasis, int level, int color)
|
||||
v = (v - 0.5) * contrast + 0.5;
|
||||
v *= (brightness / 12.0);
|
||||
|
||||
float hue_tweak = hue * 12.0 / 360.0;
|
||||
|
||||
y += v;
|
||||
i += v * cos((3.141592653 / 6.0) * (p + hue_tweak) );
|
||||
q += v * sin((3.141592653 / 6.0) * (p + hue_tweak) );
|
||||
@ -87,12 +180,65 @@ vec3 MakeRGBColor(int emphasis, int level, int color)
|
||||
i *= saturation;
|
||||
q *= saturation;
|
||||
|
||||
// Convert YIQ into RGB according to FCC-sanctioned conversion matrix.
|
||||
r = clamp((1.0 * gammafix(y + 0.946882 * i + 0.623557 * q)), 0, 1.0);
|
||||
g = clamp((1.0 * gammafix(y + -0.274788 * i + -0.635691 * q)), 0, 1.0);
|
||||
b = clamp((1.0 * gammafix(y + -1.108545 * i + 1.709007 * q)), 0, 1.0);
|
||||
if (nes_sony_matrix > 0.5)
|
||||
{
|
||||
// Sony CXA2025AS US conversion matrix
|
||||
yiq2rgb[0] = 1.630;
|
||||
yiq2rgb[1] = 0.317;
|
||||
yiq2rgb[2] = -0.378;
|
||||
yiq2rgb[3] = -0.466;
|
||||
yiq2rgb[4] = -1.089;
|
||||
yiq2rgb[5] = 1.677;
|
||||
}
|
||||
else
|
||||
{
|
||||
#ifdef USE_FCC_MATRIX
|
||||
// FCC sanctioned conversion matrix
|
||||
yiq2rgb[0] = 0.946882;
|
||||
yiq2rgb[1] = 0.623557;
|
||||
yiq2rgb[2] = -0.274788;
|
||||
yiq2rgb[3] = -0.635691;
|
||||
yiq2rgb[4] = -1.108545;
|
||||
yiq2rgb[5] = 1.709007;
|
||||
#else
|
||||
// commonly used conversion matrix
|
||||
yiq2rgb[0] = 0.956;
|
||||
yiq2rgb[1] = 0.621;
|
||||
yiq2rgb[2] = -0.272;
|
||||
yiq2rgb[3] = -0.647;
|
||||
yiq2rgb[4] = -1.105;
|
||||
yiq2rgb[5] = 1.702;
|
||||
#endif
|
||||
}
|
||||
|
||||
return vec3(r,g,b);
|
||||
// Convert YIQ into RGB according to selected conversion matrix
|
||||
r = gammafix(y + yiq2rgb[0] * i + yiq2rgb[1] * q);
|
||||
g = gammafix(y + yiq2rgb[2] * i + yiq2rgb[3] * q);
|
||||
b = gammafix(y + yiq2rgb[4] * i + yiq2rgb[5] * q);
|
||||
|
||||
vec3 corrected_rgb;
|
||||
|
||||
// Apply desired clipping method to out-of-gamut colors.
|
||||
if (nes_clip_method < 0.5)
|
||||
{
|
||||
//If a channel is out of range (> 1.0), it's simply clamped to 1.0. This may change hue, saturation, and/or lightness.
|
||||
r = clamp(r, 0.0, 1.0);
|
||||
g = clamp(g, 0.0, 1.0);
|
||||
b = clamp(b, 0.0, 1.0);
|
||||
corrected_rgb = vec3(r, g, b);
|
||||
}
|
||||
else if (nes_clip_method == 1.0)
|
||||
{
|
||||
//If any channels are out of range, the color is darkened until it is completely in range.
|
||||
corrected_rgb = huePreserveClipDarken(r, g, b);
|
||||
}
|
||||
else if (nes_clip_method == 2.0)
|
||||
{
|
||||
//If any channels are out of range, the color is desaturated towards the luminance it would've had.
|
||||
corrected_rgb = huePreserveClipDesaturate(r, g, b);
|
||||
}
|
||||
|
||||
return corrected_rgb;
|
||||
}
|
||||
|
||||
#if defined(VERTEX)
|
||||
|
7
presets/nes-color-decoder+pixellate.glslp
Normal file
7
presets/nes-color-decoder+pixellate.glslp
Normal file
@ -0,0 +1,7 @@
|
||||
shaders = "2"
|
||||
shader0 = ../misc/nes-color-decoder.glsl
|
||||
shader1 = ../retro/shaders/pixellate.glsl
|
||||
|
||||
filter_linear0 = "false"
|
||||
scale_type0 = "source"
|
||||
scale0 = "1.000000"
|
Loading…
x
Reference in New Issue
Block a user