add tiny_ntsc shader (#486)

* Add files via upload

* Add files via upload

* Update tiny_ntsc.glsl

* Update tiny_ntsc.glsl
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metallic77 2024-08-22 04:13:25 +03:00 committed by GitHub
parent e2f2a84cc6
commit 83595dfbbc
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#version 110
/*
kaizer-low-pass DariusG 2023
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation; either version 2 of the License, or (at your option)
any later version.
*/
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float WHATEVER;
#else
#define WHATEVER 0.0
#endif
void main()
{
gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy*1.0001;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define vTexCoord TEX0.xy
#define Source Texture
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float compo;
uniform COMPAT_PRECISION float rainbow;
#else
#define compo 1.0
#define rainbow 1.0
#endif
void main()
{
vec2 ps = vec2(SourceSize.z,0.0);
vec3 res = COMPAT_TEXTURE(Source,vTexCoord).rgb*0.62;
res += COMPAT_TEXTURE(Source,vTexCoord+ps).rgb*0.39;
res += COMPAT_TEXTURE(Source,vTexCoord+3.0*ps).rgb*-0.1;
res += COMPAT_TEXTURE(Source,vTexCoord+5.0*ps).rgb*0.04;
FragColor.rgb = res;
}
#endif

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#version 110
#pragma parameter comb "Comb Filter" 0.7 0.0 1.0 0.05
#pragma parameter ln_delay "NES/SNES Line Delay" 1.0 0.0 1.0 1.0
#pragma parameter sharp_pix "Sharper" 0.0 0.0 1.0 1.0
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float WHATEVER;
#else
#define WHATEVER 0.0
#endif
void main()
{
gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy*1.0001;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define vTexCoord TEX0.xy
#define Source Texture
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float comb;
uniform COMPAT_PRECISION float ln_delay;
uniform COMPAT_PRECISION float sharp_pix;
#else
#define comb 0.6
#define ln_delay 1.0
#define sharp_pix 0.0
#endif
#define PI 3.14159265358979323846
mat3 RGBYUV = mat3(0.299, 0.587, 0.114,
-0.299, -0.587, 0.886,
0.701, -0.587, -0.114);
mat3 YUV2RGB = mat3(1.0, 0.0, 1.13983,
1.0, -0.39465, -0.58060,
1.0, 2.03211, 0.0);
// max 170.666 color "dots" per line
#define NTSC_RES 170.6666
void main()
{
float pixsize = 0.75;
if (sharp_pix == 1.0) pixsize = 0.5;
vec2 dxy = vec2(SourceSize.z*pixsize,0.0);
vec2 dy = vec2(0.0,SourceSize.w*0.125);
vec3 final = vec3(0.0);
float sum = 0.0;
int N = 2;
float timer = 0.0; if (InputSize.x < 300.0) timer = mod(float(FrameCount/2),2.0);
for (int i=0; i<N; i++)
{
float n = float(i);
float w = exp(-0.15*n*n); // gaussian low pass
float line_delay = 0.0;
if (ln_delay == 1.0) line_delay = vTexCoord.y*SourceSize.y; // snes line delay
//snes line delay deployed at 170/256, 2/3 of pi(180'), 120' or 1/3 lines as in real snes
float phase = (vTexCoord.x*SourceSize.x + n - line_delay +timer )*PI*NTSC_RES/InputSize.x;
// comb filter line
float phaseup = phase + PI;
vec3 res = COMPAT_TEXTURE(Source,vTexCoord -dxy + dxy*n).rgb*RGBYUV;
vec3 resup = COMPAT_TEXTURE(Source,vTexCoord -dxy + dxy*n +dy).rgb*RGBYUV;
vec3 carrier = vec3(1.0, sin(phase), cos(phase));
vec3 carrierup = vec3(1.0, sin(phaseup), cos(phaseup));
res *= carrier;
resup *= carrierup;
float line = dot(vec3(0.5),res);
float lineup = dot(vec3(0.5),resup);
// comb luma is line adding previous line, chroma is cancelled!
float luma = line + lineup;
// comb chroma is line subtracting luma we already have!
float chroma = line - luma/2.0*comb;
final.r += luma*w;
final.gb += 2.0*vec2(chroma)*carrier.yz*w;
sum += w;
}
final.rgb /= sum;
FragColor.rgb = final*YUV2RGB;
}
#endif

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ntsc/tiny_ntsc.glslp Normal file
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shaders = "2"
shader0 = "shaders/ntsc-simple/tiny_ntsc.glsl"
shader1 = "shaders/ntsc-simple/kaizer-lp-small.glsl"