From de5a458cb037bb8e1e80c849c5e6525f9413b43a Mon Sep 17 00:00:00 2001 From: Kelly Rauchenberger Date: Sat, 14 Feb 2015 12:09:41 -0500 Subject: Monitor stuff is looking pretty cool! --- shaders/ntsc.fragment | 64 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 64 insertions(+) create mode 100644 shaders/ntsc.fragment (limited to 'shaders/ntsc.fragment') diff --git a/shaders/ntsc.fragment b/shaders/ntsc.fragment new file mode 100644 index 0000000..12d6873 --- /dev/null +++ b/shaders/ntsc.fragment @@ -0,0 +1,64 @@ +#version 330 core + +in vec2 UV; + +out vec3 color; + +uniform sampler2D curFrameSampler; +uniform sampler2D NTSCArtifactSampler; +uniform sampler2D prevFrameSampler; + +const float Tuning_Sharp = 0.8; +const vec4 Tuning_Persistence = vec4(0.7,0.7,0.7,0.7); +const float Tuning_Bleed = 0.5; +const float Tuning_NTSC = 0.35; +uniform float NTSCLerp; + +const vec2 RcpScrWidth = vec2(1.0f / 320.f, 0.0f); +const vec2 RcpScrHeight = vec2(0.0f, 1.0f / 200.0f); + +float Brightness(vec4 InVal) +{ + return dot(InVal, vec4(0.299, 0.587, 0.114, 0.0)); +} + +const float SharpWeight[3] = float[3](1.0, -0.3162277, 0.1); + +void main() +{ + vec4 NTSCArtifact1 = texture(NTSCArtifactSampler, UV); + vec4 NTSCArtifact2 = texture(NTSCArtifactSampler, UV + RcpScrHeight); + vec4 NTSCArtifact = mix(NTSCArtifact1, NTSCArtifact2, NTSCLerp); + + vec2 LeftUV = UV - RcpScrWidth; + vec2 RightUV = UV + RcpScrWidth; + + vec4 Cur_Left = texture(curFrameSampler, LeftUV); + vec4 Cur_Local = texture(curFrameSampler, UV); + vec4 Cur_Right = texture(curFrameSampler, RightUV); + + vec4 Prev_Left = texture(prevFrameSampler, LeftUV); + vec4 Prev_Local = texture(prevFrameSampler, UV); + vec4 Prev_Right = texture(prevFrameSampler, RightUV); + + Cur_Local = clamp(Cur_Local + (((Cur_Left - Cur_Local) + (Cur_Right - Cur_Local)) * Tuning_NTSC), vec4(0,0,0,0), vec4(1,1,1,1)); + + float curBrt = Brightness(Cur_Local); + float offset = 0; + + for (int i=0; i<3; ++i) + { + vec2 StepSize = (RcpScrWidth * float(i+1)); + vec4 neighborleft = texture(curFrameSampler, UV - StepSize); + vec4 neighborright = texture(curFrameSampler, UV + StepSize); + + float NBrtL = Brightness(neighborleft); + float NBrtR = Brightness(neighborright); + offset += ((curBrt - NBrtL) + (curBrt - NBrtR)) * SharpWeight[i]; + } + + Cur_Local = clamp(Cur_Local + (offset * Tuning_Sharp * mix(vec4(1,1,1,1), NTSCArtifact, Tuning_NTSC)), vec4(0,0,0,0), vec4(1,1,1,1)); + Cur_Local = clamp(max(Cur_Local, Tuning_Persistence * (1.0 / (1.0 + (2.0 * Tuning_Bleed))) * (Prev_Local + ((Prev_Left + Prev_Right) * Tuning_Bleed))), vec4(0,0,0,0), vec4(1,1,1,1)); + + color = Cur_Local.xyz; +} -- cgit 1.4.1