#version 450 // This is a port of the NTSC encode/decode shader pair in MAME and MESS, modified to use only // one pass rather than an encode pass and a decode pass. It accurately emulates the sort of // signal decimation one would see when viewing a composite signal, though it could benefit from a // pre-pass to re-size the input content to more accurately reflect the actual size that would // be incoming from a composite signal source. // // To encode the composite signal, I convert the RGB value to YIQ, then subsequently evaluate // the standard NTSC composite equation. Four composite samples per RGB pixel are generated from // the incoming linearly-interpolated texels. // // The decode pass implements a Fixed Impulse Response (FIR) filter designed by MAME/MESS contributor // "austere" in matlab (if memory serves correctly) to mimic the behavior of a standard television set // as closely as possible. The filter window is 83 composite samples wide, and there is an additional // notch filter pass on the luminance (Y) values in order to strip the color signal from the luminance // signal prior to processing. // // - UltraMoogleMan [8/2/2013] layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; // Useful Constants const vec4 Zero = vec4(0.0); const vec4 Half = vec4(0.5); const vec4 One = vec4(1.0); const vec4 Two = vec4(2.0); const float Pi = 3.1415926535; const float Pi2 = 6.283185307; // NTSC Constants const vec4 A = vec4(0.5); const vec4 B = vec4(0.5); const float P = 1.0; const float CCFrequency = 3.59754545; const float YFrequency = 6.0; const float IFrequency = 1.2; const float QFrequency = 0.6; const float NotchHalfWidth = 2.0; const float ScanTime = 52.6; const float MaxC = 2.1183; const vec4 MinC = vec4(-1.1183); const vec4 CRange = vec4(3.2366); #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; vec4 CompositeSample(vec2 UV) { vec2 InverseRes = params.SourceSize.zw; vec2 InverseP = vec2(P, 0.0) * InverseRes; // UVs for four linearly-interpolated samples spaced 0.25 texels apart vec2 C0 = UV; vec2 C1 = UV + InverseP * 0.25; vec2 C2 = UV + InverseP * 0.50; vec2 C3 = UV + InverseP * 0.75; vec4 Cx = vec4(C0.x, C1.x, C2.x, C3.x); vec4 Cy = vec4(C0.y, C1.y, C2.y, C3.y); vec3 Texel0 = texture(Source, C0).rgb; vec3 Texel1 = texture(Source, C1).rgb; vec3 Texel2 = texture(Source, C2).rgb; vec3 Texel3 = texture(Source, C3).rgb; // Calculated the expected time of the sample. vec4 T = A * Cy * vec4(params.SourceSize.x) * Two + B + Cx; const vec3 YTransform = vec3(0.299, 0.587, 0.114); const vec3 ITransform = vec3(0.595716, -0.274453, -0.321263); const vec3 QTransform = vec3(0.211456, -0.522591, 0.311135); float Y0 = dot(Texel0, YTransform); float Y1 = dot(Texel1, YTransform); float Y2 = dot(Texel2, YTransform); float Y3 = dot(Texel3, YTransform); vec4 Y = vec4(Y0, Y1, Y2, Y3); float I0 = dot(Texel0, ITransform); float I1 = dot(Texel1, ITransform); float I2 = dot(Texel2, ITransform); float I3 = dot(Texel3, ITransform); vec4 I = vec4(I0, I1, I2, I3); float Q0 = dot(Texel0, QTransform); float Q1 = dot(Texel1, QTransform); float Q2 = dot(Texel2, QTransform); float Q3 = dot(Texel3, QTransform); vec4 Q = vec4(Q0, Q1, Q2, Q3); vec4 W = vec4(Pi2 * CCFrequency * ScanTime); vec4 Encoded = Y + I * cos(T * W) + Q * sin(T * W); return (Encoded - MinC) / CRange; } vec4 NTSCCodec(vec2 UV) { vec2 InverseRes = params.SourceSize.zw; vec4 YAccum = Zero; vec4 IAccum = Zero; vec4 QAccum = Zero; float QuadXSize = params.SourceSize.x * 4.0; float TimePerSample = ScanTime / QuadXSize; // Frequency cutoffs for the individual portions of the signal that we extract. // Y1 and Y2 are the positive and negative frequency limits of the notch filter on Y. // float Fc_y1 = (CCFrequency - NotchHalfWidth) * TimePerSample; float Fc_y2 = (CCFrequency + NotchHalfWidth) * TimePerSample; float Fc_y3 = YFrequency * TimePerSample; float Fc_i = IFrequency * TimePerSample; float Fc_q = QFrequency * TimePerSample; float Pi2Length = Pi2 / 82.0; vec4 NotchOffset = vec4(0.0, 1.0, 2.0, 3.0); vec4 W = vec4(Pi2 * CCFrequency * ScanTime); for(float n = -41.0; n < 42.0; n += 4.0) { vec4 n4 = n + NotchOffset; vec4 CoordX = UV.x + InverseRes.x * n4 * 0.25; vec4 CoordY = vec4(UV.y); vec2 TexCoord = vec2(CoordX.r, CoordY.r); vec4 C = CompositeSample(TexCoord) * CRange + MinC; vec4 WT = W * (CoordX + A * CoordY * Two * params.SourceSize.x + B); vec4 SincYIn1 = Pi2 * Fc_y1 * n4; vec4 SincYIn2 = Pi2 * Fc_y2 * n4; vec4 SincYIn3 = Pi2 * Fc_y3 * n4; bvec4 notEqual = notEqual(SincYIn1, Zero); vec4 SincY1 = sin(SincYIn1) / SincYIn1; vec4 SincY2 = sin(SincYIn2) / SincYIn2; vec4 SincY3 = sin(SincYIn3) / SincYIn3; if(SincYIn1.x == 0.0) SincY1.x = 1.0; if(SincYIn1.y == 0.0) SincY1.y = 1.0; if(SincYIn1.z == 0.0) SincY1.z = 1.0; if(SincYIn1.w == 0.0) SincY1.w = 1.0; if(SincYIn2.x == 0.0) SincY2.x = 1.0; if(SincYIn2.y == 0.0) SincY2.y = 1.0; if(SincYIn2.z == 0.0) SincY2.z = 1.0; if(SincYIn2.w == 0.0) SincY2.w = 1.0; if(SincYIn3.x == 0.0) SincY3.x = 1.0; if(SincYIn3.y == 0.0) SincY3.y = 1.0; if(SincYIn3.z == 0.0) SincY3.z = 1.0; if(SincYIn3.w == 0.0) SincY3.w = 1.0; //vec4 IdealY = (2.0 * Fc_y1 * SincY1 - 2.0 * Fc_y2 * SincY2) + 2.0 * Fc_y3 * SincY3; vec4 IdealY = (2.0 * Fc_y1 * SincY1 - 2.0 * Fc_y2 * SincY2) + 2.0 * Fc_y3 * SincY3; vec4 FilterY = (0.54 + 0.46 * cos(Pi2Length * n4)) * IdealY; vec4 SincIIn = Pi2 * Fc_i * n4; vec4 SincI = sin(SincIIn) / SincIIn; if (SincIIn.x == 0.0) SincI.x = 1.0; if (SincIIn.y == 0.0) SincI.y = 1.0; if (SincIIn.z == 0.0) SincI.z = 1.0; if (SincIIn.w == 0.0) SincI.w = 1.0; vec4 IdealI = 2.0 * Fc_i * SincI; vec4 FilterI = (0.54 + 0.46 * cos(Pi2Length * n4)) * IdealI; vec4 SincQIn = Pi2 * Fc_q * n4; vec4 SincQ = sin(SincQIn) / SincQIn; if (SincQIn.x == 0.0) SincQ.x = 1.0; if (SincQIn.y == 0.0) SincQ.y = 1.0; if (SincQIn.z == 0.0) SincQ.z = 1.0; if (SincQIn.w == 0.0) SincQ.w = 1.0; vec4 IdealQ = 2.0 * Fc_q * SincQ; vec4 FilterQ = (0.54 + 0.46 * cos(Pi2Length * n4)) * IdealQ; YAccum = YAccum + C * FilterY; IAccum = IAccum + C * cos(WT) * FilterI; QAccum = QAccum + C * sin(WT) * FilterQ; } float Y = YAccum.r + YAccum.g + YAccum.b + YAccum.a; float I = (IAccum.r + IAccum.g + IAccum.b + IAccum.a) * 2.0; float Q = (QAccum.r + QAccum.g + QAccum.b + QAccum.a) * 2.0; vec3 YIQ = vec3(Y, I, Q); vec3 OutRGB = vec3(dot(YIQ, vec3(1.0, 0.956, 0.621)), dot(YIQ, vec3(1.0, -0.272, -0.647)), dot(YIQ, vec3(1.0, -1.106, 1.703))); return vec4(OutRGB, 1.0); } void main() { vec4 OutPixel = NTSCCodec(vTexCoord); FragColor = vec4(OutPixel); }