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https://github.com/libretro/slang-shaders.git
synced 2024-11-23 16:30:05 +00:00
unroll everything to make it more readable
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@ -30,14 +30,14 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#define YIQ_to_RGB mat3x3( 1.0 , 1.0 , 1.0 , 0.9563 , -0.2721 , -1.1070 , 0.6210 , -0.6474 , 1.7046 )
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#define pi 3.14159265358
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#define a(x) abs(x)
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#define d(x,b) (pi*b*min(a(x)+0.5,1.0/b))
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#define e(x,b) (pi*b*min(max(a(x)-0.5,-1.0/b),1.0/b))
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#define STU(x,b) ((d(x,b)+sin(d(x,b))-e(x,b)-sin(e(x,b)))/(2.0*pi))
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//#define X(i) (offset-(i))
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#define GETC (texture(Source, vec2(vTexCoord.x - X * params.SourceSize.z, vTexCoord.y)).rgb)
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#define VAL vec3((c.x*STU(X,(params.signalResolutionY * params.SourceSize.z))),(c.y*STU(X,(params.signalResolutionI * params.SourceSize.z))),(c.z*STU(X,(params.signalResolutionQ * params.SourceSize.z))))
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#define PROCESS(i) X=(offset-(i));c=GETC;tempColor+=VAL;
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float d(float x, float b){
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return (pi*b*min(abs(x)+0.5,1.0/b));
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}
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float e(float x, float b){
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return (pi*b*min(max(abs(x)-0.5,-1.0/b),1.0/b));
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}
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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@ -63,13 +63,21 @@ void main()
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vec3 tempColor = vec3(0.0);
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float X;
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vec3 c;
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float Y = params.signalResolutionY * params.SourceSize.z;
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float I = params.signalResolutionI * params.SourceSize.z;
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float Q = params.signalResolutionQ * params.SourceSize.z;
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float range = ceil(0.5 + params.SourceSize.x / min(min(params.signalResolutionY, params.signalResolutionI), params.signalResolutionQ));
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float i;
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// for (i=-range;i<range+2.0;i++){
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for (i=1.0-range;i<range+1.0;i++){
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PROCESS(i)
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X = (offset-(i));
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c = texture(Source, vec2(vTexCoord.x - X * params.SourceSize.z, vTexCoord.y)).rgb;
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c.x *= ((d(X,Y) + sin(d(X,Y)) - e(X,Y) - sin(e(X,Y))) / (2.0 * pi));
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c.y *= ((d(X,I) + sin(d(X,I)) - e(X,I) - sin(e(X,I))) / (2.0 * pi));
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c.z *= ((d(X,Q) + sin(d(X,Q)) - e(X,Q) - sin(e(X,Q))) / (2.0 * pi));
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tempColor+=c;
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}
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tempColor=clamp(YIQ_to_RGB * tempColor,0.0,1.0);
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