Mercurial > repos > blastem
annotate shaders/ntsc.f.glsl @ 2688:b42f00a3a937 default tip
Fix default target. Ensure m68k.h and z80.h are built before anything else when no dep info is available
author | Michael Pavone <pavone@retrodev.com> |
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date | Mon, 31 Mar 2025 21:06:18 -0700 |
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1 //****************************************************************************** |
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2 //***************** FOR PARAMETERS TO ADJUST SEE BELOW THIS! ******************* |
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3 //****************************************************************************** |
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4 // NTSC composite simulator for BlastEm, now with comb filter |
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5 // Shader by Sik, based on BlastEm's default shader |
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6 // |
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7 // Now with gamma correction (NTSC = 2.5 gamma, sRGB = 2.2 gamma*) |
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8 // *sorta, sRGB isn't exactly a gamma curve, but close enough |
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9 // |
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10 // It works by converting from RGB to YIQ and then encoding it into NTSC, then |
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11 // trying to decode it back. The lossy nature of the encoding process results in |
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12 // the rainbow effect. It also accounts for the differences between H40 and H32 |
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13 // mode as it computes the exact colorburst cycle length. |
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14 // |
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15 // This shader tries to work around the inability to keep track of previous |
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16 // pixels by sampling seven points (in 0.25 colorburst cycle intervals), that |
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17 // seems to be enough to give decent filtering (four samples are used for |
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18 // low-pass filtering, but we need seven because decoding chroma also requires |
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19 // four samples so we're filtering over overlapping samples... just see the |
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20 // comments in the I/Q code to understand). |
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21 // |
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22 // The comb filter works by comparing against the previous scanline (which means |
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23 // sampling twice). This is done at the composite signal step, i.e. before the |
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24 // filtering to decode back YIQ is performed. |
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25 // |
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26 // Thanks to Tulio Adriano for helping compare against real hardware on a CRT. |
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27 //****************************************************************************** |
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28 |
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29 // How strong is the comb filter when reducing crosstalk between Y and IQ. |
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30 // 0% (0.0) means no separation at all, 100% (1.0) means complete filtering. |
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31 // 80% seems to approximate a model 1, while 90% is closer to a model 2 or 32X. |
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32 const mediump float comb_strength = 0.8; |
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33 |
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34 // Gamma of the TV to simulate. |
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35 const mediump float gamma_correction = 2.5; |
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36 |
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37 //****************************************************************************** |
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38 |
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39 // Parameters coming from BlastEm |
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40 uniform mediump float width; // Screen width (depends on video mode) |
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41 uniform sampler2D textures[2]; // Raw display for each field |
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42 uniform mediump vec2 texsize; // Texture size |
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43 varying mediump vec2 texcoord; // Texture coordinate of current pixel |
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44 uniform int curfield; // Even or odd field? |
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45 uniform int scanlines; // Enable scanlines? |
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46 |
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47 // Converts from RGB to YIQ |
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48 mediump vec3 rgba2yiq(mediump vec4 rgba) |
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49 { |
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50 return vec3( |
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51 rgba[0] * 0.3 + rgba[1] * 0.59 + rgba[2] * 0.11, |
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52 rgba[0] * 0.599 + rgba[1] * -0.2773 + rgba[2] * -0.3217, |
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53 rgba[0] * 0.213 + rgba[1] * -0.5251 + rgba[2] * 0.3121 |
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54 ); |
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55 } |
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56 |
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57 // Encodes YIQ into composite |
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58 mediump float yiq2raw(mediump vec3 yiq, mediump float phase) |
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59 { |
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60 return yiq[0] + yiq[1] * sin(phase) + yiq[2] * cos(phase); |
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61 } |
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62 |
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63 // Converts from YIQ to RGB |
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64 mediump vec4 yiq2rgba(mediump vec3 yiq) |
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65 { |
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66 return vec4( |
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67 yiq[0] + yiq[1] * 0.9469 + yiq[2] * 0.6236, |
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68 yiq[0] - yiq[1] * 0.2748 - yiq[2] * 0.6357, |
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69 yiq[0] - yiq[1] * 1.1 + yiq[2] * 1.7, |
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70 1.0 |
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71 ); |
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72 } |
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73 |
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74 void main() |
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75 { |
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76 // The coordinate of the pixel we're supposed to access |
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77 // In interlaced mode, the entire screen is shifted down by half a scanline, |
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78 // y_offset is used to account for this. |
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79 mediump float y_offset = float(curfield) * -0.5 / texsize.y; |
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80 mediump float x = texcoord.x; |
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81 mediump float y = texcoord.y + y_offset; |
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82 |
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83 // Horizontal distance of half a colorburst cycle |
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84 mediump float factorX = (1.0 / texsize.x) / 170.667 * 0.5 * width; |
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85 |
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86 // sRGB approximates a gamma ramp of 2.2 while NTSC has a gamma of 2.5 |
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87 // Use this value to do gamma correction of every RGB value |
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88 mediump float gamma = gamma_correction / 2.2; |
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89 |
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90 // Where we store the sampled pixels. |
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91 // [0] = current pixel |
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92 // [1] = 1/4 colorburst cycles earlier |
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93 // [2] = 2/4 colorburst cycles earlier |
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94 // [3] = 3/4 colorburst cycles earlier |
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95 // [4] = 1 colorburst cycle earlier |
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96 // [5] = 1 1/4 colorburst cycles earlier |
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97 // [6] = 1 2/4 colorburst cycles earlier |
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98 mediump float phase[7]; // Colorburst phase (in radians) |
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99 mediump float raw_y[7]; // Luma isolated from raw composite signal |
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100 mediump float raw_iq[7]; // Chroma isolated from raw composite signal |
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101 |
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102 // Sample all the pixels we're going to use |
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103 for (int n = 0; n < 7; n++) { |
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104 // Compute colorburst phase at this point |
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105 phase[n] = x / factorX * 3.1415926; |
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106 |
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107 // Y coordinate one scanline above |
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108 // Apparently GLSL doesn't allow a vec2 with a full expression for |
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109 // texture samplers? Whatever, putting it here (also makes the code |
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110 // below a bit easier to read I guess?) |
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111 mediump float y_above = y - texcoord.y / texsize.y; |
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112 |
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113 mediump vec4 pixel, pixel_above; |
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114 if (curfield == 0) { |
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115 pixel = texture2D(textures[0], vec2(x, y)); |
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116 pixel_above = texture2D(textures[0], vec2(x, y_above)); |
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117 } else { |
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118 pixel = texture2D(textures[1], vec2(x, y)); |
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119 pixel_above = texture2D(textures[1], vec2(x, y_above)); |
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120 } |
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121 // Get the raw composite data for this scanline |
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122 mediump float raw1 = yiq2raw(rgba2yiq(pixel), phase[n]); |
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123 |
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124 // Get the raw composite data for scanline above |
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125 // Note that the colorburst phase is shifted 180° |
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126 mediump float raw2 = yiq2raw(rgba2yiq(pixel_above), phase[n] + 3.1415926); |
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127 |
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128 |
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129 // Comb filter: isolate Y and IQ using the above two. |
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130 // Luma is obtained by adding the two scanlines, chroma will cancel out |
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131 // because chroma will be on opposite phases. |
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132 // Chroma is then obtained by cancelling this scanline from the luma |
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133 // to reduce the crosstalk. We don't cancel it entirely though since the |
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134 // filtering isn't perfect (which is why the rainbow leaks a bit). |
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135 raw_y[n] = (raw1 + raw2) * 0.5; |
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136 raw_iq[n] = raw1 - (raw1 + raw2) * (comb_strength * 0.5); |
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137 x -= factorX * 0.5; |
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138 } |
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139 |
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140 // Decode Y by averaging over the last whole sampled cycle (effectively |
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141 // filtering anything above the colorburst frequency) |
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142 mediump float y_mix = (raw_y[0] + raw_y[1] + raw_y[2] + raw_y[3]) * 0.25; |
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143 |
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144 // Decode I and Q (see page below to understand what's going on) |
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145 // https://codeandlife.com/2012/10/09/composite-video-decoding-theory-and-practice/ |
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146 // |
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147 // Retrieving I and Q out of the raw signal is done like this |
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148 // (use sin for I and cos for Q): |
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149 // |
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150 // 0.5 * raw[0] * sin(phase[0]) + 0.5 * raw[1] * sin(phase[1]) + |
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151 // 0.5 * raw[2] * sin(phase[2]) + 0.5 * raw[3] * sin(phase[3]) |
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152 // |
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153 // i.e. multiply each of the sampled quarter cycles against the reference |
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154 // wave and average them (actually double that because for some reason |
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155 // that's needed to get the correct scale, hence 0.5 instead of 0.25) |
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156 // |
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157 // That turns out to be blocky tho, so we opt to filter down the chroma... |
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158 // which requires doing the above *four* times if we do it the same way as |
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159 // we did for luminance (note that 0.125 = 1/4 of 0.5): |
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160 // |
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161 // 0.125 * raw[0] * sin(phase[0]) + 0.125 * raw[1] * sin(phase[1]) + |
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162 // 0.125 * raw[2] * sin(phase[2]) + 0.125 * raw[3] * sin(phase[3]) + |
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163 // 0.125 * raw[1] * sin(phase[1]) + 0.125 * raw[2] * sin(phase[2]) + |
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164 // 0.125 * raw[3] * sin(phase[3]) + 0.125 * raw[4] * sin(phase[4]) + |
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165 // 0.125 * raw[2] * sin(phase[2]) + 0.125 * raw[3] * sin(phase[3]) + |
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166 // 0.125 * raw[4] * sin(phase[4]) + 0.125 * raw[5] * sin(phase[5]) + |
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167 // 0.125 * raw[3] * sin(phase[3]) + 0.125 * raw[4] * sin(phase[4]) + |
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168 // 0.125 * raw[5] * sin(phase[5]) + 0.125 * raw[6] * sin(phase[6]) |
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169 // |
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170 // There are a lot of repeated values there that could be merged into one, |
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171 // what you see below is the resulting simplification. |
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172 |
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173 mediump float i_mix = |
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174 0.125 * raw_iq[0] * sin(phase[0]) + |
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175 0.25 * raw_iq[1] * sin(phase[1]) + |
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176 0.375 * raw_iq[2] * sin(phase[2]) + |
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177 0.5 * raw_iq[3] * sin(phase[3]) + |
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178 0.375 * raw_iq[4] * sin(phase[4]) + |
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179 0.25 * raw_iq[5] * sin(phase[5]) + |
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180 0.125 * raw_iq[6] * sin(phase[6]); |
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181 |
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182 mediump float q_mix = |
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183 0.125 * raw_iq[0] * cos(phase[0]) + |
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184 0.25 * raw_iq[1] * cos(phase[1]) + |
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185 0.375 * raw_iq[2] * cos(phase[2]) + |
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186 0.5 * raw_iq[3] * cos(phase[3]) + |
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187 0.375 * raw_iq[4] * cos(phase[4]) + |
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188 0.25 * raw_iq[5] * cos(phase[5]) + |
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189 0.125 * raw_iq[6] * cos(phase[6]); |
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190 |
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191 // Convert YIQ back to RGB and output it |
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192 gl_FragColor = pow(yiq2rgba(vec3(y_mix, i_mix, q_mix)), |
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193 vec4(gamma, gamma, gamma, 1.0)); |
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194 |
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195 // If you're curious to see what the raw composite signal looks like, |
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196 // comment out the above and uncomment the line below instead |
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197 //gl_FragColor = vec4(raw[0], raw[0], raw[0], 1.0); |
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198 |
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199 // Basic scanlines effect. This is done by multiplying the color against a |
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200 // "half sine" wave so the center is brighter and a narrow outer area in |
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201 // each scanline is noticeable darker. |
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202 // The weird constant in the middle line is 1-sqrt(2)/4 and it's used to |
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203 // make sure that the average multiplied value across the whole screen is 1 |
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204 // to preserve the original brightness. |
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205 if (scanlines != 0) { |
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206 mediump float mult = sin(y * texsize.y * 3.1415926); |
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207 mult = abs(mult) * 0.5 + 0.646446609; |
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208 gl_FragColor *= vec4(mult, mult, mult, 1.0); |
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209 } |
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210 } |