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https://github.com/curioustorvald/tsvm.git
synced 2026-03-07 11:51:49 +09:00
more authentic CRT shader
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@@ -97,7 +97,7 @@ class VMGUI(val loaderInfo: EmulInstance, val viewportWidth: Int, val viewportHe
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camera.update()
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batch.projectionMatrix = camera.combined
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crtShader = loadShaderInline(CRT_POST_SHADER)
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crtShader = loadShaderInline(CRT_POST_SHADER2)
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gpuFBO = FrameBuffer(Pixmap.Format.RGBA8888, viewportWidth, viewportHeight, false)
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winFBO = FrameBuffer(Pixmap.Format.RGBA8888, viewportWidth, viewportHeight, false)
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@@ -291,6 +291,7 @@ class VMGUI(val loaderInfo: EmulInstance, val viewportWidth: Int, val viewportHe
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batch.shader = crtShader
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batch.shader.setUniformf("resolution", viewportWidth.toFloat(), viewportHeight.toFloat())
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batch.shader.setUniformf("interlacer", (framecount % 2).toFloat())
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batch.shader.setUniformf("time", (framecount % 640).toFloat())
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batch.setBlendFunctionSeparate(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, GL20.GL_SRC_ALPHA, GL20.GL_ONE)
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batch.draw(gpuFBO.colorBufferTexture, 0f, 0f)
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}
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@@ -554,4 +555,201 @@ void main() {
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fragColor = nearestColour(inColor + spread * (bayer[int(entry.y) * int(bayerSize) + int(entry.x)] / bayerDivider - 0.5));
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}
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"""
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const val CRT_POST_SHADER2 = """
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#ifdef GL_ES
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precision mediump float;
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#endif
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in vec4 v_color;
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in vec4 v_generic;
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in vec2 v_texCoords;
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uniform sampler2D u_texture;
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uniform vec2 resolution = vec2(640.0, 480.0);
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out vec4 fragColor;
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uniform float time = 0.0;
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const int SUBS = 6; // horizontal subsamples per pixel (oversampling)
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const float PI = 3.14159265359;
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// --- RGB <-> YIQ (NTSC-ish) ---
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vec3 rgb2yiq(vec3 rgb) {
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float y = dot(rgb, vec3(0.299, 0.587, 0.114));
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float i = dot(rgb, vec3(0.596, -0.274, -0.322));
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float q = dot(rgb, vec3(0.211, -0.523, 0.312));
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return vec3(y, i, q);
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}
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vec3 yiq2rgb(vec3 yiq) {
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float y = yiq.x, i = yiq.y, q = yiq.z;
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vec3 r = vec3(
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y + 0.956*i + 0.621*q,
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y - 0.272*i - 0.647*q,
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y - 1.106*i + 1.703*q
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);
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return clamp(r, 0.0, 1.0);
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}
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// --- Parameters you can tweak ---
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float subcarrierCyclesPerScanline = 227.5; // NTSC approx cycles per scanline (spatial)
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float chromaGain = 2.2; // strength of chroma modulation in encode
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float chromaLPF_radius = 3.6; // lowpass radius in pixels for chroma (larger = more bleed)
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float lumaLPF_radius = 0.7; // lowpass for luma (small = sharp)
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float chromaPhaseDrift = 1.1; // extra phase offset (use time to animate dot crawl)
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float subsampleSpanPixels = 2.0 / 3.0; // how wide the subsample footprint is (in pixels)
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// Simple 1D gaussian weight (not normalized here)
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float gaussWeight(float x, float r) {
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return exp(- (x*x) / (2.0 * r * r));
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}
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// Sample a tiny neighborhood and get averaged Y/I/Q and also do composite modulation
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// We oversample horizontally to simulate the analog sampling along the scanline.
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void compositeAtUV(in vec2 uv, out float avgComposite, out float avgY, out float avgDemodI, out float avgDemodQ) {
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avgComposite = 0.0;
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avgY = 0.0;
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avgDemodI = 0.0;
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avgDemodQ = 0.0;
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// pixel coordinates
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float px = uv.x * resolution.x;
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float py = uv.y * resolution.y;
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// subcarrier spatial frequency (cycles per pixel horizontally)
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// cycles per scanline / pixels per scanline = cycles per pixel (approx)
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float cycles_per_pixel = subcarrierCyclesPerScanline / resolution.x;
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// time-varying phase for dot-crawl
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float linePhase = (py * subcarrierCyclesPerScanline) * 2.0 * PI + chromaPhaseDrift * time;
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// do SUBS evenly-spaced subsamples across this pixel horizontally
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float totalWeight = 0.0;
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for (int s = 0; s < SUBS; ++s) {
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float t = (float(s) + 0.5) / float(SUBS) - 0.5; // -0.5 .. +0.5
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float sx = px + t * subsampleSpanPixels; // sample x in pixel space
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vec2 sUV = vec2(sx / resolution.x, uv.y);
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vec3 col = texture2D(u_texture, sUV).rgb;
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vec3 yiq = rgb2yiq(col);
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float Y = yiq.x;
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float I = yiq.y;
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float Q = yiq.z;
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// subcarrier phase at this horizontal sample
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float phi = linePhase + sx * cycles_per_pixel * 2.0 * PI;
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// composite waveform value (analog mix)
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float carrierCos = cos(phi);
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float carrierSin = sin(phi);
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float composite = Y + chromaGain * (I * carrierCos + Q * carrierSin);
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// demodulation multipliers (we will low-pass by averaging)
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float demodI = composite * carrierCos;
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float demodQ = composite * carrierSin;
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// weight: use gaussian centered on pixel center
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float w = gaussWeight(t * subsampleSpanPixels, 0.6); // narrower weighting
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totalWeight += w;
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avgComposite += composite * w;
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avgY += Y * w;
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avgDemodI += demodI * w;
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avgDemodQ += demodQ * w;
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}
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// normalize the local averages (this approximates a basic low-pass)
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avgComposite /= totalWeight;
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avgY /= totalWeight;
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avgDemodI /= totalWeight;
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avgDemodQ /= totalWeight;
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// --- additional spatial low-pass filtering to mimic channel bandwidth ---
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// We'll sample neighbours on x and average with Gaussian weights to emulate chroma/luma LPF
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// Note: we do a tiny neighborhood (±2 pixels) to save performance.
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float wsumC = 1.0;
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float wsumY = 1.0;
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float csum = avgComposite;
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float idsum = avgDemodI;
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float qdsum = avgDemodQ;
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float ysum = avgY;
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// radius in pixels for chroma or luma affects weights below; we'll use same kernel but scale contributions
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int taps = 2;
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for (int i = -taps; i <= taps; ++i) {
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if (i == 0) continue;
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float off = float(i);
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// use chroma radius for chroma-related weights, luma radius for luma
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float weightC = gaussWeight(off, chromaLPF_radius);
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float weightY = gaussWeight(off, lumaLPF_radius);
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vec2 sampleUV = vec2((px + off) / resolution.x, uv.y);
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vec3 ncol = texture2D(u_texture, sampleUV).rgb;
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vec3 nyiq = rgb2yiq(ncol);
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float nY = nyiq.x;
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float nI = nyiq.y;
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float nQ = nyiq.z;
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float nPhi = linePhase + (px + off) * cycles_per_pixel * 2.0 * PI;
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float nComposite = nY + chromaGain * (nI * cos(nPhi) + nQ * sin(nPhi));
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float ndemodI = nComposite * cos(nPhi);
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float ndemodQ = nComposite * sin(nPhi);
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csum += nComposite * weightC;
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idsum += ndemodI * weightC;
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qdsum += ndemodQ * weightC;
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wsumC += weightC;
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ysum += nY * weightY;
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wsumY += weightY;
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}
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avgComposite = csum / wsumC;
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avgY = ysum / wsumY;
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avgDemodI = idsum / wsumC;
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avgDemodQ = qdsum / wsumC;
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}
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// main
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void mainImage(out vec4 frag_Color, in vec2 frag_Coord) {
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vec2 uv = frag_Coord.xy / resolution.xy;
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uv.y = 1.0 - uv.y;
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// Get composite and demod values centered at uv
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float compositeVal, Yval, demodI, demodQ;
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compositeAtUV(uv, compositeVal, Yval, demodI, demodQ);
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// Low-pass the demodulators to extract I & Q (simple normalization)
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// In a real demodulator you'd low-pass filter demod*carrier; here we've already averaged spatially,
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// so just apply a gain normalization and small smoothing.
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// Normalize I/Q by average carrier power (~0.5)
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float carrierPower = 0.5;
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float I_rec = demodI / max(carrierPower, 1e-5);
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float Q_rec = demodQ / max(carrierPower, 1e-5);
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// Optionally reduce chroma bandwidth / smear by blurring (simulate narrow chroma filter)
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// We'll lerp the recovered chroma towards zero based on chromaLPF_radius
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float chromaBlurFactor = smoothstep(0.0, 5.0, chromaLPF_radius); // 0..1
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I_rec *= 1.0 - 0.65 * chromaBlurFactor;
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Q_rec *= 1.0 - 0.65 * chromaBlurFactor;
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// For luma, we can optionally low-pass Yval slightly to simulate limited luma bandwidth
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// but keep it mostly sharp
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float Y_lp = Yval; // already lightly filtered above
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// final reconstructed yiq
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vec3 yiqRec = vec3(Y_lp, I_rec, Q_rec);
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vec3 rgbRec = yiq2rgb(yiqRec);
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// Optional: blend with original luminance to keep text legible (tweakable)
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// vec3 orig = texture2D(u_texture, uv).rgb;
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// rgbRec = mix(rgbRec, orig, 0.25);
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frag_Color = vec4(rgbRec, 1.0);
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}
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void main() {
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vec2 fragCoord = gl_FragCoord.xy;
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vec4 outcol;
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mainImage(outcol, fragCoord);
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fragColor = outcol;
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}
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"""
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