add Sik's ntsc-blastem

This commit is contained in:
hunterk 2024-02-20 20:31:37 -06:00
parent ed8aa0b2f6
commit e631c68354
2 changed files with 319 additions and 0 deletions

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ntsc/ntsc-blastem.glslp Normal file
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shaders = 1
shader0 = shaders/ntsc-blastem.glsl
scale_type0 = source
scale0 = 1.0

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// NTSC composite simulator for BlastEm, now with comb filter
// Shader by Sik, based on BlastEm's default shader
// ported to RetroArch's slang/glsl format by hunterk
//
// Now with gamma correction (NTSC = 2.5 gamma, sRGB = 2.2 gamma*)
// *sorta, sRGB isn't exactly a gamma curve, but close enough
//
// It works by converting from RGB to YIQ and then encoding it into NTSC, then
// trying to decode it back. The lossy nature of the encoding process results in
// the rainbow effect. It also accounts for the differences between H40 and H32
// mode as it computes the exact colorburst cycle length.
//
// This shader tries to work around the inability to keep track of previous
// pixels by sampling seven points (in 0.25 colorburst cycle intervals), that
// seems to be enough to give decent filtering (four samples are used for
// low-pass filtering, but we need seven because decoding chroma also requires
// four samples so we're filtering over overlapping samples... just see the
// comments in the I/Q code to understand).
//
// The comb filter works by comparing against the previous scanline (which means
// sampling twice). This is done at the composite signal step, i.e. before the
// filtering to decode back YIQ is performed.
//
// Thanks to Tulio Adriano for helping compare against real hardware on a CRT.
//******************************************************************************
#pragma parameter comb_str "Combing Filter Strength" 0.8 0.0 1.0 0.01
#pragma parameter gamma_corr "Gamma Correction (2.2 = passthru)" 2.2 1.0 4.0 0.05
//#pragma parameter scan_toggle "Scanline Toggle" 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 TexCoord;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 texsize;
COMPAT_VARYING float curfield;
COMPAT_VARYING float scanlines;
COMPAT_VARYING float width;
COMPAT_VARYING float interlaced;
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 comb_str, gamma_corr, scan_toggle;
#else
#define comb_str 0.8
#define gamma_corr 2.2
#define scan_toggle 0.0
#endif
void main()
{
gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy;
texsize = TextureSize.xy;
width = InputSize.x;
curfield = mod(float(FrameCount), 2.);
scanlines = 0.0;//scan_toggle; <- TODO/FIXME
interlaced = (InputSize.y > 400.0) ? 1.0 : 0.0;
}
#elif defined(FRAGMENT)
#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
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#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;
COMPAT_VARYING vec2 texsize;
COMPAT_VARYING float curfield;
COMPAT_VARYING float scanlines;
COMPAT_VARYING float width;
COMPAT_VARYING float interlaced;
// compatibility #defines
#define Source Texture
#define texcoord 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 comb_str, gamma_corr, scan_toggle;
#else
#define comb_str 0.8
#define gamma_corr 2.2
#define scan_toggle 0.0
#endif
// How strong is the comb filter when reducing crosstalk between Y and IQ.
// 0% (0.0) means no separation at all, 100% (1.0) means complete filtering.
// 80% seems to approximate a model 1, while 90% is closer to a model 2 or 32X.
float comb_strength = comb_str;
// Gamma of the TV to simulate.
float gamma_correction = gamma_corr;
// Converts from RGB to YIQ
vec3 rgba2yiq(vec4 rgba)
{
return vec3(
rgba[0] * 0.3 + rgba[1] * 0.59 + rgba[2] * 0.11,
rgba[0] * 0.599 + rgba[1] * -0.2773 + rgba[2] * -0.3217,
rgba[0] * 0.213 + rgba[1] * -0.5251 + rgba[2] * 0.3121
);
}
// Encodes YIQ into composite
float yiq2raw(vec3 yiq, float phase)
{
return yiq[0] + yiq[1] * sin(phase) + yiq[2] * cos(phase);
}
// Converts from YIQ to RGB
vec4 yiq2rgba(vec3 yiq)
{
return vec4(
yiq[0] + yiq[1] * 0.9469 + yiq[2] * 0.6236,
yiq[0] - yiq[1] * 0.2748 - yiq[2] * 0.6357,
yiq[0] - yiq[1] * 1.1 + yiq[2] * 1.7,
1.0
);
}
void main()
{
// The coordinate of the pixel we're supposed to access
// In interlaced mode, the entire screen is shifted down by half a scanline,
// y_offset is used to account for this.
float y_offset = interlaced * curfield * -0.5 / texsize.y;
float x = texcoord.x;
float y = texcoord.y + y_offset;
// Horizontal distance of half a colorburst cycle
float factorX = (1.0 / texsize.x) / 170.667 * 0.5 * width;
// sRGB approximates a gamma ramp of 2.2 while NTSC has a gamma of 2.5
// Use this value to do gamma correction of every RGB value
float gamma = gamma_correction / 2.2;
// Where we store the sampled pixels.
// [0] = current pixel
// [1] = 1/4 colorburst cycles earlier
// [2] = 2/4 colorburst cycles earlier
// [3] = 3/4 colorburst cycles earlier
// [4] = 1 colorburst cycle earlier
// [5] = 1 1/4 colorburst cycles earlier
// [6] = 1 2/4 colorburst cycles earlier
float phase[7]; // Colorburst phase (in radians)
float raw_y[7]; // Luma isolated from raw composite signal
float raw_iq[7]; // Chroma isolated from raw composite signal
// Sample all the pixels we're going to use
for (int n = 0; n < 7; n++, x -= factorX * 0.5) {
// Compute colorburst phase at this point
phase[n] = x / factorX * 3.1415926;
// Y coordinate one scanline above
// Apparently GLSL doesn't allow a vec2 with a full expression for
// texture samplers? Whatever, putting it here (also makes the code
// below a bit easier to read I guess?)
float y_above = y - texcoord.y / texsize.y;
// Get the raw composite data for this scanline
float raw1 = yiq2raw(rgba2yiq(
COMPAT_TEXTURE(Source, vec2(x, y))
), phase[n]);
// Get the raw composite data for scanline above
// Note that the colorburst phase is shifted 180°
float raw2 = yiq2raw(rgba2yiq(
COMPAT_TEXTURE(Source, vec2(x, y_above))
), phase[n] + 3.1415926);
// Comb filter: isolate Y and IQ using the above two.
// Luma is obtained by adding the two scanlines, chroma will cancel out
// because chroma will be on opposite phases.
// Chroma is then obtained by cancelling this scanline from the luma
// to reduce the crosstalk. We don't cancel it entirely though since the
// filtering isn't perfect (which is why the rainbow leaks a bit).
raw_y[n] = (raw1 + raw2) * 0.5;
raw_iq[n] = raw1 - (raw1 + raw2) * (comb_strength * 0.5);
}
// Decode Y by averaging over the last whole sampled cycle (effectively
// filtering anything above the colorburst frequency)
float y_mix = (raw_y[0] + raw_y[1] + raw_y[2] + raw_y[3]) * 0.25;
// Decode I and Q (see page below to understand what's going on)
// https://codeandlife.com/2012/10/09/composite-video-decoding-theory-and-practice/
//
// Retrieving I and Q out of the raw signal is done like this
// (use sin for I and cos for Q):
//
// 0.5 * raw[0] * sin(phase[0]) + 0.5 * raw[1] * sin(phase[1]) +
// 0.5 * raw[2] * sin(phase[2]) + 0.5 * raw[3] * sin(phase[3])
//
// i.e. multiply each of the sampled quarter cycles against the reference
// wave and average them (actually double that because for some reason
// that's needed to get the correct scale, hence 0.5 instead of 0.25)
//
// That turns out to be blocky tho, so we opt to filter down the chroma...
// which requires doing the above *four* times if we do it the same way as
// we did for luminance (note that 0.125 = 1/4 of 0.5):
//
// 0.125 * raw[0] * sin(phase[0]) + 0.125 * raw[1] * sin(phase[1]) +
// 0.125 * raw[2] * sin(phase[2]) + 0.125 * raw[3] * sin(phase[3]) +
// 0.125 * raw[1] * sin(phase[1]) + 0.125 * raw[2] * sin(phase[2]) +
// 0.125 * raw[3] * sin(phase[3]) + 0.125 * raw[4] * sin(phase[4]) +
// 0.125 * raw[2] * sin(phase[2]) + 0.125 * raw[3] * sin(phase[3]) +
// 0.125 * raw[4] * sin(phase[4]) + 0.125 * raw[5] * sin(phase[5]) +
// 0.125 * raw[3] * sin(phase[3]) + 0.125 * raw[4] * sin(phase[4]) +
// 0.125 * raw[5] * sin(phase[5]) + 0.125 * raw[6] * sin(phase[6])
//
// There are a lot of repeated values there that could be merged into one,
// what you see below is the resulting simplification.
float i_mix =
0.125 * raw_iq[0] * sin(phase[0]) +
0.25 * raw_iq[1] * sin(phase[1]) +
0.375 * raw_iq[2] * sin(phase[2]) +
0.5 * raw_iq[3] * sin(phase[3]) +
0.375 * raw_iq[4] * sin(phase[4]) +
0.25 * raw_iq[5] * sin(phase[5]) +
0.125 * raw_iq[6] * sin(phase[6]);
float q_mix =
0.125 * raw_iq[0] * cos(phase[0]) +
0.25 * raw_iq[1] * cos(phase[1]) +
0.375 * raw_iq[2] * cos(phase[2]) +
0.5 * raw_iq[3] * cos(phase[3]) +
0.375 * raw_iq[4] * cos(phase[4]) +
0.25 * raw_iq[5] * cos(phase[5]) +
0.125 * raw_iq[6] * cos(phase[6]);
// Convert YIQ back to RGB and output it
FragColor = pow(yiq2rgba(vec3(y_mix, i_mix, q_mix)),
vec4(gamma, gamma, gamma, 1.0));
// TODO/FIXME: having trouble getting scanlines to display properly
//so just return early
return;
// If you're curious to see what the raw composite signal looks like,
// comment out the above and uncomment the line below instead
//gl_FragColor = vec4(raw[0], raw[0], raw[0], 1.0);
// Basic scanlines effect. This is done by multiplying the color against a
// "half sine" wave so the center is brighter and a narrow outer area in
// each scanline is noticeable darker.
// The weird constant in the middle line is 1-sqrt(2)/4 and it's used to
// make sure that the average multiplied value across the whole screen is 1
// to preserve the original brightness.
if (int(scanlines) != 0) {
float mult = sin(y * TextureSize.y * 3.1415926);
mult = abs(mult) * 0.5 + 0.646446609;
FragColor *= vec4(mult, mult, mult, 1.0);
}
}
#endif