Mercurial > repos > blastem
annotate shaders/ntsc.f.glsl @ 2384:03e6ac327ba0
Handle changes to sample rate while content is running
author | Michael Pavone <pavone@retrodev.com> |
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date | Tue, 21 Nov 2023 20:47:11 -0800 |
parents | 49bd818ec9d8 |
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1 //****************************************************************************** |
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2 // NTSC composite simulator for BlastEm |
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3 // Shader by Sik, based on BlastEm's default shader |
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4 // |
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5 // Now with gamma correction (NTSC = 2.5 gamma, sRGB = 2.2 gamma) |
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6 // |
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7 // It works by converting from RGB to YIQ and then encoding it into NTSC, then |
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8 // trying to decode it back. The lossy nature of the encoding process results in |
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9 // the rainbow effect. It also accounts for the differences between H40 and H32 |
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10 // mode as it computes the exact colorburst cycle length. |
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11 // |
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12 // This shader tries to work around the inability to keep track of previous |
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13 // pixels by sampling seven points (in 0.25 colorburst cycle intervals), that |
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14 // seems to be enough to give decent filtering (four samples are used for |
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15 // low-pass filtering, but we need seven because decoding chroma also requires |
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16 // four samples so we're filtering over overlapping samples... just see the |
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17 // comments in the I/Q code to understand). |
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18 //****************************************************************************** |
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19 |
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20 uniform mediump float width; |
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21 uniform sampler2D textures[2]; |
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22 uniform mediump vec2 texsize; |
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23 varying mediump vec2 texcoord; |
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24 |
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25 // Converts from RGB to YIQ |
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26 mediump vec3 rgba2yiq(vec4 rgba) |
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27 { |
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28 return vec3( |
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29 rgba[0] * 0.3 + rgba[1] * 0.59 + rgba[2] * 0.11, |
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30 rgba[0] * 0.599 + rgba[1] * -0.2773 + rgba[2] * -0.3217, |
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31 rgba[0] * 0.213 + rgba[1] * -0.5251 + rgba[2] * 0.3121 |
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32 ); |
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33 } |
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34 |
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35 // Encodes YIQ into composite |
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36 mediump float yiq2raw(vec3 yiq, float phase) |
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37 { |
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38 return yiq[0] + yiq[1] * sin(phase) + yiq[2] * cos(phase); |
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39 } |
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40 |
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41 // Converts from YIQ to RGB |
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42 mediump vec4 yiq2rgba(vec3 yiq) |
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43 { |
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44 return vec4( |
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45 yiq[0] + yiq[1] * 0.9469 + yiq[2] * 0.6236, |
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46 yiq[0] - yiq[1] * 0.2748 - yiq[2] * 0.6357, |
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47 yiq[0] - yiq[1] * 1.1 + yiq[2] * 1.7, |
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48 1.0 |
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49 ); |
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50 } |
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51 |
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52 void main() |
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53 { |
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54 // Use first pair of lines for hard line edges |
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55 // Use second pair of lines for soft line edges |
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56 mediump float modifiedY0 = (floor(texcoord.y * texsize.y + 0.25) + 0.5) / texsize.y; |
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57 mediump float modifiedY1 = (floor(texcoord.y * texsize.y - 0.25) + 0.5) / texsize.y; |
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58 //mediump float modifiedY0 = (texcoord.y * texsize.y + 0.75) / texsize.y; |
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59 //mediump float modifiedY1 = (texcoord.y * texsize.y + 0.25) / texsize.y; |
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60 |
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61 // Used by the mixing when fetching texels, related to the way BlastEm |
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62 // handles interlaced mode (nothing to do with composite) |
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63 mediump float factorY = (sin(texcoord.y * texsize.y * 6.283185307) + 1.0) * 0.5; |
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64 |
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65 // Horizontal distance of half a colorburst cycle |
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66 mediump float factorX = (1.0 / texsize.x) / 170.667 * 0.5 * (width - 27.0); |
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67 |
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68 // sRGB has a gamma of 2.2 while NTSC has a gamma of 2.5 |
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69 // Use this value to do gamma correction of every RGB value |
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70 mediump float gamma = 2.5 / 2.2; |
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71 |
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72 // Where we store the sampled pixels. |
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73 // [0] = current pixel |
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74 // [1] = 1/4 colorburst cycles earlier |
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75 // [2] = 2/4 colorburst cycles earlier |
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76 // [3] = 3/4 colorburst cycles earlier |
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77 // [4] = 1 colorburst cycle earlier |
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78 // [5] = 1 1/4 colorburst cycles earlier |
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79 // [6] = 1 2/4 colorburst cycles earlier |
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80 mediump float phase[7]; // Colorburst phase (in radians) |
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81 mediump float raw[7]; // Raw encoded composite signal |
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82 |
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83 // Sample all the pixels we're going to use |
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84 mediump float x = texcoord.x; |
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85 for (int n = 0; n < 7; n++, x -= factorX * 0.5) { |
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86 // Compute colorburst phase at this point |
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87 phase[n] = x / factorX * 3.1415926; |
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88 |
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89 // Decode RGB into YIQ and then into composite |
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90 // Reading two textures is a BlastEm thing :P (the two fields in |
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91 // interlaced mode, that's taken as-is from the stock shaders) |
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92 raw[n] = yiq2raw(mix( |
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93 rgba2yiq(texture2D(textures[1], vec2(x, modifiedY1))), |
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94 rgba2yiq(texture2D(textures[0], vec2(x, modifiedY0))), |
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95 factorY |
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96 ), phase[n]); |
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97 } |
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98 |
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99 // Decode Y by averaging over the the whole sampled cycle (effectively |
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100 // filtering anything above the colorburst frequency) |
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101 mediump float y_mix = (raw[0] + raw[1] + raw[2] + raw[3]) * 0.25; |
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102 |
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103 // Decode I and Q (see page below to understand what's going on) |
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104 // https://codeandlife.com/2012/10/09/composite-video-decoding-theory-and-practice/ |
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105 // |
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106 // Retrieving I and Q out of the raw signal is done like this |
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107 // (use sin for I and cos for Q): |
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108 // |
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109 // 0.5 * raw[0] * sin(phase[0]) + 0.5 * raw[1] * sin(phase[1]) + |
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110 // 0.5 * raw[2] * sin(phase[2]) + 0.5 * raw[3] * sin(phase[3]) |
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111 // |
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112 // i.e. multiply each of the sampled quarter cycles against the reference |
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113 // wave and average them (actually double that because for some reason |
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114 // that's needed to get the correct scale, hence 0.5 instead of 0.25) |
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115 // |
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116 // That turns out to be blocky tho, so we opt to filter down the chroma... |
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117 // which requires doing the above *four* times if we do it the same way as |
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118 // we did for luminance (note that 0.125 = 1/4 of 0.5): |
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119 // |
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120 // 0.125 * raw[0] * sin(phase[0]) + 0.125 * raw[1] * sin(phase[1]) + |
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121 // 0.125 * raw[2] * sin(phase[2]) + 0.125 * raw[3] * sin(phase[3]) + |
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122 // 0.125 * raw[1] * sin(phase[1]) + 0.125 * raw[2] * sin(phase[2]) + |
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123 // 0.125 * raw[3] * sin(phase[3]) + 0.125 * raw[4] * sin(phase[4]) + |
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124 // 0.125 * raw[2] * sin(phase[2]) + 0.125 * raw[3] * sin(phase[3]) + |
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125 // 0.125 * raw[4] * sin(phase[4]) + 0.125 * raw[5] * sin(phase[5]) + |
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126 // 0.125 * raw[3] * sin(phase[3]) + 0.125 * raw[4] * sin(phase[4]) + |
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127 // 0.125 * raw[5] * sin(phase[5]) + 0.125 * raw[6] * sin(phase[6]) |
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128 // |
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129 // There are a lot of repeated values there that could be merged into one, |
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130 // what you see below is the resulting simplification. |
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131 |
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132 mediump float i_mix = |
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133 0.125 * raw[0] * sin(phase[0]) + |
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134 0.25 * raw[1] * sin(phase[1]) + |
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135 0.375 * raw[2] * sin(phase[2]) + |
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136 0.5 * raw[3] * sin(phase[3]) + |
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137 0.375 * raw[4] * sin(phase[4]) + |
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138 0.25 * raw[5] * sin(phase[5]) + |
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139 0.125 * raw[6] * sin(phase[6]); |
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140 |
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141 mediump float q_mix = |
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142 0.125 * raw[0] * cos(phase[0]) + |
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143 0.25 * raw[1] * cos(phase[1]) + |
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144 0.375 * raw[2] * cos(phase[2]) + |
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145 0.5 * raw[3] * cos(phase[3]) + |
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146 0.375 * raw[4] * cos(phase[4]) + |
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147 0.25 * raw[5] * cos(phase[5]) + |
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148 0.125 * raw[6] * cos(phase[6]); |
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149 |
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150 // Convert YIQ back to RGB and output it |
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151 gl_FragColor = pow(yiq2rgba(vec3(y_mix, i_mix, q_mix)), |
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152 vec4(gamma, gamma, gamma, 1.0)); |
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153 |
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154 // If you're curious to see what the raw composite signal looks like, |
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155 // comment out the above and uncomment the line below instead |
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156 //gl_FragColor = vec4(raw[0], raw[0], raw[0], 1.0); |
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157 } |