Integrate NTSC-Colors plus some fixes (#394)

* integrate NTSC-colors

* Integrate NTSC-colors

* Integrate NTSC-colors, some fixes too
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metallic77 2023-04-18 16:25:46 +03:00 committed by GitHub
parent 06266c3d61
commit 5cc1d51b8e
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3 changed files with 149 additions and 45 deletions

View File

@ -1,26 +1,12 @@
shaders = "2" shaders = "1"
feedback_pass = "0" feedback_pass = "0"
shader0 = "../misc/shaders/white_point.slang" shader0 = "../crt/shaders/crt-gdv-mini-ultra.slang"
wrap_mode0 = "clamp_to_border" wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false" mipmap_input0 = "false"
alias0 = "" alias0 = ""
float_framebuffer0 = "false" float_framebuffer0 = "false"
srgb_framebuffer0 = "false" srgb_framebuffer0 = "false"
scale_type_x0 = "source" scale_type_x0 = "viewport"
scale_x0 = "1.000000" scale_x0 = "1.000000"
scale_type_y0 = "source" scale_type_y0 = "viewport"
scale_y0 = "1.000000" scale_y0 = "1.000000"
shader1 = "../crt/shaders/crt-gdv-mini-ultra.slang"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "viewport"
scale_x1 = "1.000000"
scale_type_y1 = "viewport"
scale_y1 = "1.000000"
luma_preserve = "0.000000"
wp_red = "0.150000"
wp_green = "-0.150000"
wp_blue = "0.300000"

View File

@ -21,6 +21,10 @@ layout(push_constant) uniform Push
#pragma parameter beamhigh "Scanlines bright" 1.05 0.5 2.5 0.05 #pragma parameter beamhigh "Scanlines bright" 1.05 0.5 2.5 0.05
#pragma parameter brightboost1 "Bright boost dark pixels" 1.2 0.0 3.0 0.05 #pragma parameter brightboost1 "Bright boost dark pixels" 1.2 0.0 3.0 0.05
#pragma parameter brightboost2 "Bright boost bright pixels" 1.0 0.0 3.0 0.05 #pragma parameter brightboost2 "Bright boost bright pixels" 1.0 0.0 3.0 0.05
#pragma parameter glow "Glow Strength" 0.0 0.0 0.5 0.01
#pragma parameter Size "Glow Size" 1.0 0.1 4.0 0.05
#pragma parameter nois "Add Noise" 0.0 0.0 32.0 1.0
#pragma parameter postbr "Post Brightness" 1.0 0.0 2.5 0.02
#pragma parameter Shadowmask "Mask Type" 0.0 -1.0 8.0 1.0 #pragma parameter Shadowmask "Mask Type" 0.0 -1.0 8.0 1.0
#pragma parameter masksize "Mask Size" 1.0 1.0 2.0 1.0 #pragma parameter masksize "Mask Size" 1.0 1.0 2.0 1.0
#pragma parameter MaskDark "Mask dark" 0.5 0.0 2.0 0.1 #pragma parameter MaskDark "Mask dark" 0.5 0.0 2.0 0.1
@ -30,12 +34,9 @@ layout(push_constant) uniform Push
#pragma parameter double_slot "Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0 #pragma parameter double_slot "Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0
#pragma parameter slotms "Slot Mask Size" 1.0 1.0 2.0 1.0 #pragma parameter slotms "Slot Mask Size" 1.0 1.0 2.0 1.0
#pragma parameter GAMMA_OUT "Gamma Out" 2.2 0.0 4.0 0.1 #pragma parameter GAMMA_OUT "Gamma Out" 2.2 0.0 4.0 0.1
#pragma parameter postbr "Post Brightness" 1.0 0.0 2.5 0.02 #pragma parameter intensity "NTSC colors intensity" 1.0 0.0 1.0 0.05
#pragma parameter glow "Glow Strength" 0.0 0.0 0.5 0.01
#pragma parameter Size "Glow Size" 1.0 0.1 4.0 0.05
#pragma parameter sat "Saturation" 1.0 0.0 2.0 0.05 #pragma parameter sat "Saturation" 1.0 0.0 2.0 0.05
#pragma parameter contrast "Contrast, 1.0:Off" 1.0 0.00 2.00 0.05 #pragma parameter contrast "Contrast, 1.0:Off" 1.0 0.00 2.00 0.05
#pragma parameter nois "Noise" 0.0 0.0 32.0 1.0
#pragma parameter WP "Color Temperature %" 0.0 -100.0 100.0 5.0 #pragma parameter WP "Color Temperature %" 0.0 -100.0 100.0 5.0
#pragma parameter inter "Interlacing Toggle" 1.0 0.0 1.0 1.0 #pragma parameter inter "Interlacing Toggle" 1.0 0.0 1.0 1.0
#pragma parameter vignette "Vignette On/Off" 0.0 0.0 1.0 1.0 #pragma parameter vignette "Vignette On/Off" 0.0 0.0 1.0 1.0
@ -81,6 +82,8 @@ layout(std140, set = 0, binding = 0) uniform UBO
float alloff; float alloff;
float postbr; float postbr;
float PRE_SCALE; float PRE_SCALE;
float intensity;
} global; } global;
#pragma stage vertex #pragma stage vertex
@ -109,14 +112,12 @@ vec2 Warp(vec2 pos)
return pos * 0.5 + 0.5; return pos * 0.5 + 0.5;
} }
float sw(vec3 x, vec3 color) float sw(float y, float l)
{ {
float scan = mix(global.scanlow, global.scanhigh, x.y); float beam = mix(global.scanlow, global.scanhigh, y);
vec3 tmp = mix(vec3(global.beamlow, global.beamlow, global.beamlow), float scan = mix(global.beamlow, global.beamhigh, l);
vec3(global.beamhigh, global.beamhigh, global.beamhigh), float ex = y * scan;
color); return exp2(-beam * ex * ex);
vec3 ex = x * tmp;
return exp2(-scan * ex.y * ex.y);
} }
vec3 mask(vec2 x, vec3 col, float l) vec3 mask(vec2 x, vec3 col, float l)
@ -396,6 +397,62 @@ const mat3 XYZ_to_D50 = mat3(
-1.4678519, 1.9161415, -0.2545973, -1.4678519, 1.9161415, -0.2545973,
-0.4685105, 0.0334540, 1.4216174); -0.4685105, 0.0334540, 1.4216174);
/////NTSC COLOR CONVERSION
vec3 DecodeGamma(vec3 color, float gamma)
{
color = clamp(color, 0.0, 1.0);
color.r = (color.r <= 0.00313066844250063) ?
color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055;
color.g = (color.g <= 0.00313066844250063) ?
color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055;
color.b = (color.b <= 0.00313066844250063) ?
color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055;
return color;
}
vec3 XYZtoSRGB(vec3 XYZ)
{
const mat3x3 m = mat3x3(
3.2404542,-1.5371385,-0.4985314,
-0.9692660, 1.8760108, 0.0415560,
0.0556434,-0.2040259, 1.0572252);
return XYZ * m;
}
vec3 sRGB(vec3 c)
{
vec3 v = XYZtoSRGB(c);
v = DecodeGamma(v, 2.4); //Companding
return v;
}
vec3 RGBtoXYZ(vec3 RGB)
{
const mat3x3 m = mat3x3(
0.6068909, 0.1735011, 0.2003480,
0.2989164, 0.5865990, 0.1144845,
0.0000000, 0.0660957, 1.1162243);
return RGB * m;
}
// conversion from NTSC RGB Reference White D65 ( color space used by NA/Japan TV's ) to XYZ
vec3 NTSC(vec3 c)
{
vec3 v = vec3(pow(c.r, 2.2), pow(c.g, 2.2), pow(c.b, 2.2)); //Inverse Companding
return RGBtoXYZ(v);
}
// NTSC RGB to sRGB
vec3 NTSCtoSRGB( vec3 c )
{
return sRGB(NTSC( c ));
}
////NTSC COLOR CONVERSION
void main() void main()
{ {
vec2 pos = Warp(vTexCoord.xy); vec2 pos = Warp(vTexCoord.xy);
@ -403,12 +460,9 @@ void main()
vec2 pC4 = (pos + 0.5/tex_size); vec2 pC4 = (pos + 0.5/tex_size);
vec2 fp = fract(pos * tex_size); vec2 fp = fract(pos * tex_size);
if (global.inter < 0.5 && tex_size.y > 400.0){ fp.y = fract(pos.y * tex_size.y*0.5);}
if (global.inter < 0.5 && tex_size.y > 400.0){ fp = fract(pos * tex_size/2.0);} vec4 res = vec4(1.0);
if (global.inter > 0.5 && tex_size.y > 400.0) fp.y = 0.5;
vec4 res = vec4(1.0, 1.0, 1.0, 1.0);
if (global.alloff == 1.0) if (global.alloff == 1.0)
res = texture(Source, pC4); res = texture(Source, pC4);
@ -457,12 +511,13 @@ void main()
color = (2.0*pow(color,vec3(2.9))) - pow(color,vec3(3.8)); color = (2.0*pow(color,vec3(2.9))) - pow(color,vec3(3.8));
float lum = color.r * 0.4 + color.g * 0.5 + color.b * 0.1; float lum = color.r * 0.3 + color.g * 0.6 + color.b * 0.1;
float f = center_dist.y; float f = center_dist.y;
vec3 f1 = vec3(f, f, f);
if (global.inter > 0.5 && tex_size.y > 400.0) color = color;
color = color * sw(f1,color) + color * sw(1.0 - f1,color); else
{color = color * sw(f,lum) + color * sw (1.0-f,lum);}
color *= mask((vTexCoord * params.OutputSize.xy) * 1.0001, color,lum); color *= mask((vTexCoord * params.OutputSize.xy) * 1.0001, color,lum);
if (global.slotmask != 0.0) color *= SlotMask((vTexCoord * params.OutputSize.xy) * 1.0001, color); if (global.slotmask != 0.0) color *= SlotMask((vTexCoord * params.OutputSize.xy) * 1.0001, color);
@ -476,10 +531,13 @@ void main()
if (global.corner != 0.0) color *= corner0(pC4); if (global.corner != 0.0) color *= corner0(pC4);
if (global.nois != 0.0) color *= 1.0 + noise(coords * 2.0) / global.nois; if (global.nois != 0.0) color *= 1.0 + noise(coords * 2.0) / global.nois;
color*=mix(1.0,global.postbr,lum); color*=mix(1.0,global.postbr,lum);
color = mix(color.rgb, NTSCtoSRGB(color.rgb), global.intensity);
res = vec4(color, 1.0); res = vec4(color, 1.0);
if (global.contrast != 1.0) res = contrastMatrix(global.contrast) * res; if (global.contrast != 1.0) res = contrastMatrix(global.contrast) * res;
if (global.inter > 0.5 && params.SourceSize.y > 400.0 && fract(iTime) < 0.5) res = res * 0.95; if (global.inter > 0.5 && params.SourceSize.y > 400.0 && fract(iTime) < 0.5) res = res * 0.95;
res.rgb *= vign(lum); res.rgb *= vign(lum);
} }
FragColor = res; FragColor = res;

View File

@ -50,24 +50,25 @@ layout(push_constant) uniform Push
float R; float R;
float G; float G;
float B; float B;
float green_boost;
float thres; float thres;
float intensity;
} params; } params;
// Parameter lines go here: // Parameter lines go here:
#pragma parameter gdv_mini_title "[ GDV MINI - DariusG ]:" 0.0 0.0 1.0 1.0
#pragma parameter gamma_out_red "Gamma out Red" 2.5 1.0 4.0 0.1 #pragma parameter gamma_out_red "Gamma out Red" 2.2 1.0 4.0 0.1
#define gamma_out_red params.gamma_out_red #define gamma_out_red params.gamma_out_red
#pragma parameter gamma_out_green "Gamma out Green" 1.9 1.0 4.0 0.1 #pragma parameter gamma_out_green "Gamma out Green" 2.2 1.0 4.0 0.1
#define gamma_out_green params.gamma_out_green #define gamma_out_green params.gamma_out_green
#pragma parameter gamma_out_blue "Gamma out Blue" 2.2 1.0 4.0 0.1 #pragma parameter gamma_out_blue "Gamma out Blue" 2.2 1.0 4.0 0.1
#define gamma_out_blue params.gamma_out_blue #define gamma_out_blue params.gamma_out_blue
#pragma parameter green_boost "Green Boost" 1.2 1.0 2.0 0.02 #pragma parameter intensity "NTSC colors intensity" 1.0 0.0 1.0 0.05
#define green_boost params.green_boost #define intensity params.intensity
#pragma parameter brightboost "Bright boost" 1.2 0.5 2.0 0.05 #pragma parameter brightboost "Bright boost" 1.2 0.5 2.0 0.05
#define brightboost params.brightboost #define brightboost params.brightboost
@ -437,6 +438,63 @@ vec3 glow0 (vec2 texcoord, vec3 col)
} }
/////NTSC COLOR CONVERSION
vec3 DecodeGamma(vec3 color, float gamma)
{
color = clamp(color, 0.0, 1.0);
color.r = (color.r <= 0.00313066844250063) ?
color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055;
color.g = (color.g <= 0.00313066844250063) ?
color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055;
color.b = (color.b <= 0.00313066844250063) ?
color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055;
return color;
}
vec3 XYZtoSRGB(vec3 XYZ)
{
const mat3x3 m = mat3x3(
3.2404542,-1.5371385,-0.4985314,
-0.9692660, 1.8760108, 0.0415560,
0.0556434,-0.2040259, 1.0572252);
return XYZ * m;
}
vec3 sRGB(vec3 c)
{
vec3 v = XYZtoSRGB(c);
v = DecodeGamma(v, 2.4); //Companding
return v;
}
vec3 RGBtoXYZ(vec3 RGB)
{
const mat3x3 m = mat3x3(
0.6068909, 0.1735011, 0.2003480,
0.2989164, 0.5865990, 0.1144845,
0.0000000, 0.0660957, 1.1162243);
return RGB * m;
}
// conversion from NTSC RGB Reference White D65 ( color space used by NA/Japan TV's ) to XYZ
vec3 NTSC(vec3 c)
{
vec3 v = vec3(pow(c.r, 2.2), pow(c.g, 2.2), pow(c.b, 2.2)); //Inverse Companding
return RGBtoXYZ(v);
}
// NTSC RGB to sRGB
vec3 NTSCtoSRGB( vec3 c )
{
return sRGB(NTSC( c ));
}
////NTSC COLOR CONVERSION
void main() void main()
{ {
vec2 pos = Warp(vTexCoord); vec2 pos = Warp(vTexCoord);
@ -503,6 +561,8 @@ void main()
} }
else color = color; else color = color;
color *= vec3(1.0,green_boost,1.0); if (intensity != 0.0)
color = mix(color.rgb, NTSCtoSRGB(color.rgb), intensity);
FragColor = vec4(color, 1.0); FragColor = vec4(color, 1.0);
} }