- Afegir GpuShaderPreset i ShaderManager per carregar shaders des de data/shaders/ - Implementar preset ntsc-md-rainbows (2 passos: encode + decode MAME NTSC) - Render loop multi-pass per shaders externs (targets intermedis R16G16B16A16_FLOAT) - cycleShader(): cicla OFF→PostFX natius→shaders externs amb tecla X - --shader <nom> per arrancar directament amb un preset extern - CMake auto-descubreix i compila data/shaders/**/*.vert/.frag → .spv - HUD F1 mostra 'Shader: <nom>' quan hi ha shader extern actiu Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
149 lines
5.2 KiB
GLSL
149 lines
5.2 KiB
GLSL
#version 450
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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// Adapted from mame_ntsc_decode.slang for SDL3 GPU / Vulkan SPIRV
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layout(location=0) in vec2 v_uv;
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layout(location=0) out vec4 FragColor;
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layout(set=2, binding=0) uniform sampler2D Source;
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layout(set=3, binding=0) uniform NTSCParams {
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float source_width;
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float source_height;
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float a_value;
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float b_value;
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float cc_value;
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float scan_time;
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float notch_width;
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float y_freq;
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float i_freq;
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float q_freq;
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float _pad0;
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float _pad1;
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} u;
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const float PI = 3.1415927;
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const float PI2 = PI * 2.0;
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const vec3 RDot = vec3(1.0, 0.956, 0.621);
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const vec3 GDot = vec3(1.0, -0.272, -0.647);
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const vec3 BDot = vec3(1.0, -1.106, 1.703);
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const vec4 NotchOffset = vec4(0.0, 1.0, 2.0, 3.0);
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const int SampleCount = 64;
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const int HalfSampleCount = 32;
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void main() {
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vec2 source_dims = vec2(u.source_width, u.source_height);
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vec4 BaseTexel = texture(Source, v_uv);
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float CCValue = u.cc_value;
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float ScanTime = u.scan_time;
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float NotchHalfWidth = u.notch_width / 2.0;
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float YFreqResponse = u.y_freq;
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float IFreqResponse = u.i_freq;
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float QFreqResponse = u.q_freq;
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float AValue = u.a_value;
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float BValue = u.b_value;
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float TimePerSample = ScanTime / (source_dims.x * 4.0);
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float Fc_y1 = (CCValue - NotchHalfWidth) * TimePerSample;
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float Fc_y2 = (CCValue + NotchHalfWidth) * TimePerSample;
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float Fc_y3 = YFreqResponse * TimePerSample;
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float Fc_i = IFreqResponse * TimePerSample;
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float Fc_q = QFreqResponse * TimePerSample;
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float Fc_i_2 = Fc_i * 2.0;
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float Fc_q_2 = Fc_q * 2.0;
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float Fc_y1_2 = Fc_y1 * 2.0;
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float Fc_y2_2 = Fc_y2 * 2.0;
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float Fc_y3_2 = Fc_y3 * 2.0;
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float Fc_i_pi2 = Fc_i * PI2;
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float Fc_q_pi2 = Fc_q * PI2;
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float Fc_y1_pi2 = Fc_y1 * PI2;
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float Fc_y2_pi2 = Fc_y2 * PI2;
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float Fc_y3_pi2 = Fc_y3 * PI2;
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float PI2Length = PI2 / float(SampleCount);
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float W = PI2 * CCValue * ScanTime;
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float WoPI = W / PI;
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float HOffset = BValue / WoPI;
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float VScale = AValue * source_dims.y / WoPI;
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vec4 YAccum = vec4(0.0);
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vec4 IAccum = vec4(0.0);
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vec4 QAccum = vec4(0.0);
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vec4 Cy = vec4(v_uv.y);
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vec4 VPosition = Cy;
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for (float i = 0.0; i < float(SampleCount); i += 4.0) {
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float n = i - float(HalfSampleCount);
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vec4 n4 = n + NotchOffset;
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vec4 Cx = vec4(v_uv.x) + (n4 * 0.25) / source_dims.x;
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vec4 HPosition = Cx;
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vec4 C = texture(Source, vec2(Cx.r, Cy.r));
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vec4 T = HPosition + vec4(HOffset) + VPosition * vec4(VScale);
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vec4 WT = W * T;
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vec4 SincKernel = 0.54 + 0.46 * cos(PI2Length * n4);
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vec4 SincYIn1 = Fc_y1_pi2 * n4;
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vec4 SincYIn2 = Fc_y2_pi2 * n4;
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vec4 SincYIn3 = Fc_y3_pi2 * n4;
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vec4 SincIIn = Fc_i_pi2 * n4;
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vec4 SincQIn = Fc_q_pi2 * n4;
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vec4 SincY1, SincY2, SincY3;
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SincY1.x = (SincYIn1.x != 0.0) ? sin(SincYIn1.x) / SincYIn1.x : 1.0;
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SincY1.y = (SincYIn1.y != 0.0) ? sin(SincYIn1.y) / SincYIn1.y : 1.0;
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SincY1.z = (SincYIn1.z != 0.0) ? sin(SincYIn1.z) / SincYIn1.z : 1.0;
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SincY1.w = (SincYIn1.w != 0.0) ? sin(SincYIn1.w) / SincYIn1.w : 1.0;
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SincY2.x = (SincYIn2.x != 0.0) ? sin(SincYIn2.x) / SincYIn2.x : 1.0;
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SincY2.y = (SincYIn2.y != 0.0) ? sin(SincYIn2.y) / SincYIn2.y : 1.0;
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SincY2.z = (SincYIn2.z != 0.0) ? sin(SincYIn2.z) / SincYIn2.z : 1.0;
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SincY2.w = (SincYIn2.w != 0.0) ? sin(SincYIn2.w) / SincYIn2.w : 1.0;
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SincY3.x = (SincYIn3.x != 0.0) ? sin(SincYIn3.x) / SincYIn3.x : 1.0;
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SincY3.y = (SincYIn3.y != 0.0) ? sin(SincYIn3.y) / SincYIn3.y : 1.0;
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SincY3.z = (SincYIn3.z != 0.0) ? sin(SincYIn3.z) / SincYIn3.z : 1.0;
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SincY3.w = (SincYIn3.w != 0.0) ? sin(SincYIn3.w) / SincYIn3.w : 1.0;
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vec4 IdealY = Fc_y1_2 * SincY1 - Fc_y2_2 * SincY2 + Fc_y3_2 * SincY3;
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vec4 IdealI, IdealQ;
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IdealI.x = Fc_i_2 * ((SincIIn.x != 0.0) ? sin(SincIIn.x) / SincIIn.x : 1.0);
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IdealI.y = Fc_i_2 * ((SincIIn.y != 0.0) ? sin(SincIIn.y) / SincIIn.y : 1.0);
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IdealI.z = Fc_i_2 * ((SincIIn.z != 0.0) ? sin(SincIIn.z) / SincIIn.z : 1.0);
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IdealI.w = Fc_i_2 * ((SincIIn.w != 0.0) ? sin(SincIIn.w) / SincIIn.w : 1.0);
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IdealQ.x = Fc_q_2 * ((SincQIn.x != 0.0) ? sin(SincQIn.x) / SincQIn.x : 1.0);
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IdealQ.y = Fc_q_2 * ((SincQIn.y != 0.0) ? sin(SincQIn.y) / SincQIn.y : 1.0);
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IdealQ.z = Fc_q_2 * ((SincQIn.z != 0.0) ? sin(SincQIn.z) / SincQIn.z : 1.0);
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IdealQ.w = Fc_q_2 * ((SincQIn.w != 0.0) ? sin(SincQIn.w) / SincQIn.w : 1.0);
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vec4 FilterY = SincKernel * IdealY;
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vec4 FilterI = SincKernel * IdealI;
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vec4 FilterQ = SincKernel * IdealQ;
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YAccum += C * FilterY;
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IAccum += C * cos(WT) * FilterI;
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QAccum += C * sin(WT) * FilterQ;
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}
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vec3 YIQ = vec3(
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(YAccum.r + YAccum.g + YAccum.b + YAccum.a),
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(IAccum.r + IAccum.g + IAccum.b + IAccum.a) * 2.0,
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(QAccum.r + QAccum.g + QAccum.b + QAccum.a) * 2.0);
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vec3 RGB = vec3(
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dot(YIQ, RDot),
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dot(YIQ, GDot),
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dot(YIQ, BDot));
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FragColor = vec4(RGB, BaseTexel.a);
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}
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