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https://github.com/curioustorvald/tsvm.git
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better CRT/Composite shader
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322
tsvm_core/src/net/torvald/tsvm/shader_crt_post.frag
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322
tsvm_core/src/net/torvald/tsvm/shader_crt_post.frag
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// ============================================================================
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// CRT + NTSC Composite/S-Video Signal Simulation Shader (Enhanced Version)
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// ============================================================================
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// Features:
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// - Runtime-switchable composite/S-Video mode (no recompilation)
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// - Adjustable signal and CRT parameters via uniforms
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// - Accurate NTSC color artifact simulation
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// - Animated dot crawl effect
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// - Trinitron phosphor mask
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// - Optional bloom/glow effect
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// ============================================================================
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// === UNIFORMS ===
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uniform float time = 0.0; // Frame count
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uniform vec2 resolution = vec2(640.0, 480.0); // Virtual resolution (e.g., 640x480)
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uniform sampler2D u_texture; // Input texture
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uniform vec2 flip = vec2(0.0, 0.0); // UV flip control (0,1 = flip Y)
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// Signal mode: 0 = S-Video, 1 = Composite, 2 = CGA Composite
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// Can be changed at runtime without recompilation
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uniform int signalMode = 1; // Default should be 1 for composite
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// CGA-specific settings
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uniform float cgaHue; // Hue adjustment for CGA (default: 0.0, range: -PI to PI)
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uniform float cgaSaturation; // Saturation multiplier for CGA (default: 1.0)
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// Optional adjustable parameters (set reasonable defaults if not provided)
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uniform float lumaFilterWidth; // Default: 1.5
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uniform float chromaIFilterWidth; // Default: 3.5
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uniform float chromaQFilterWidth; // Default: 6.0
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uniform float compositeFilterWidth; // Default: 1.5
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uniform float phosphorIntensity; // Default: 0.25
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uniform float scanlineIntensity; // Default: 0.12
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in vec2 v_texCoords;
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out vec4 fragColor;
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// === CONSTANTS ===
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const float PI = 3.14159265358979323846;
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const float TAU = 6.28318530717958647692;
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// NTSC color subcarrier: 3.579545 MHz
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// At 640 pixels for ~52.6µs active video: cycles/pixel ≈ 0.2917
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const float CC_PER_PIXEL = 0.2917;
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// CGA specific: 14.318 MHz pixel clock = exactly 4× color subcarrier
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// This means exactly 4 pixels per color cycle = 0.25 cycles per pixel
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const float CGA_CC_PER_PIXEL = 0.25;
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// Filter kernel radius (samples to each side)
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const int FILTER_RADIUS = 12;
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// === COLOR SPACE CONVERSION ===
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// GLSL matrices are column-major
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const mat3 RGB_TO_YIQ = mat3(
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0.299, 0.596, 0.211, // Column 0: R coefficients for Y,I,Q
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0.587, -0.274, -0.523, // Column 1: G coefficients
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0.114, -0.322, 0.312 // Column 2: B coefficients
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);
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const mat3 YIQ_TO_RGB = mat3(
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1.000, 1.000, 1.000, // Column 0: Y coefficients for R,G,B
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0.956, -0.272, -1.107, // Column 1: I coefficients
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0.621, -0.647, 1.704 // Column 2: Q coefficients
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);
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// === DEFAULT VALUES ===
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// Used when uniforms aren't set (value of 0)
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float getLumaFilter() {
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return lumaFilterWidth > 0.0 ? lumaFilterWidth : 1.15;
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}
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float getChromaIFilter() {
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return chromaIFilterWidth > 0.0 ? chromaIFilterWidth : 3.5;
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}
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float getChromaQFilter() {
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return chromaQFilterWidth > 0.0 ? chromaQFilterWidth : 6.0;
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}
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float getCompositeFilter() {
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return compositeFilterWidth > 0.0 ? compositeFilterWidth : 1.35;
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}
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float getPhosphorStrength() {
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return phosphorIntensity > 0.0 ? phosphorIntensity : 0.25;
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}
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float getScanlineStrength() {
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return scanlineIntensity > 0.0 ? scanlineIntensity : 0.12;
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}
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float getCgaSaturation() {
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return cgaSaturation > 0.0 ? cgaSaturation : 1.0;
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}
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// === HELPER FUNCTIONS ===
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float gaussianWeight(float x, float sigma) {
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return exp(-0.5 * x * x / (sigma * sigma));
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}
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vec3 sampleTexture(vec2 uv) {
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return texture(u_texture, clamp(uv, 0.0, 1.0)).rgb;
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}
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float calcCarrierPhase(float pixelX, float pixelY, float frameOffset) {
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float phase = pixelX * TAU * CC_PER_PIXEL;
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phase += pixelY * PI; // 180° per line (from 227.5 cycles/line)
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phase += frameOffset;
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return phase;
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}
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float encodeComposite(vec3 rgb, float phase) {
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vec3 yiq = RGB_TO_YIQ * rgb;
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return yiq.x + yiq.y * cos(phase) + yiq.z * sin(phase);
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}
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// === COMPOSITE SIGNAL DECODE ===
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vec3 decodeComposite(vec2 uv, vec2 texelSize, float basePhase) {
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float compFilter = getCompositeFilter();
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float iFilter = getChromaIFilter();
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float qFilter = getChromaQFilter();
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float yAccum = 0.0, iAccum = 0.0, qAccum = 0.0;
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float yWeight = 0.0, iWeight = 0.0, qWeight = 0.0;
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for (int i = -FILTER_RADIUS; i <= FILTER_RADIUS; i++) {
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float offset = float(i);
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vec2 sampleUV = uv + vec2(offset * texelSize.x, 0.0);
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vec3 srcRGB = sampleTexture(sampleUV);
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float samplePhase = basePhase + offset * TAU * CC_PER_PIXEL;
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float composite = encodeComposite(srcRGB, samplePhase);
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// Low-pass for luma
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float yw = gaussianWeight(offset, compFilter);
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yAccum += composite * yw;
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yWeight += yw;
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// Demodulate and filter chroma
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float iw = gaussianWeight(offset, iFilter);
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float qw = gaussianWeight(offset, qFilter);
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iAccum += composite * cos(samplePhase) * 2.0 * iw;
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qAccum += composite * sin(samplePhase) * 2.0 * qw;
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iWeight += iw;
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qWeight += qw;
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}
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vec3 yiq = vec3(yAccum / yWeight, iAccum / iWeight, qAccum / qWeight);
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return YIQ_TO_RGB * yiq;
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}
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// === S-VIDEO SIGNAL DECODE ===
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vec3 decodeSVideo(vec2 uv, vec2 texelSize, float basePhase) {
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float yFilter = getLumaFilter();
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float iFilter = getChromaIFilter();
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float qFilter = getChromaQFilter();
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float yAccum = 0.0, iAccum = 0.0, qAccum = 0.0;
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float yWeight = 0.0, iWeight = 0.0, qWeight = 0.0;
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for (int i = -FILTER_RADIUS; i <= FILTER_RADIUS; i++) {
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float offset = float(i);
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vec2 sampleUV = uv + vec2(offset * texelSize.x, 0.0);
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vec3 srcRGB = sampleTexture(sampleUV);
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vec3 yiq = RGB_TO_YIQ * srcRGB;
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float samplePhase = basePhase + offset * TAU * CC_PER_PIXEL;
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float chromaSignal = yiq.y * cos(samplePhase) + yiq.z * sin(samplePhase);
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// Luma is separate - no cross-color
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float yw = gaussianWeight(offset, yFilter);
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yAccum += yiq.x * yw;
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yWeight += yw;
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// Chroma demodulation
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float iw = gaussianWeight(offset, iFilter);
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float qw = gaussianWeight(offset, qFilter);
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iAccum += chromaSignal * cos(samplePhase) * 2.0 * iw;
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qAccum += chromaSignal * sin(samplePhase) * 2.0 * qw;
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iWeight += iw;
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qWeight += qw;
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}
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vec3 yiqOut = vec3(yAccum / yWeight, iAccum / iWeight, qAccum / qWeight);
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return YIQ_TO_RGB * yiqOut;
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}
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// === CGA COMPOSITE DECODE ===
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// CGA has exactly 4 pixels per color cycle (14.318 MHz / 3.579545 MHz = 4)
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// This creates the famous artifact colors from specific bit patterns
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vec3 decodeCGAComposite(vec2 uv, vec2 texelSize, float pixelX, float pixelY) {
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// CGA-specific filter widths - slightly different from generic NTSC
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// CGA monitors typically had less filtering, making artifacts more pronounced
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float yFilter = 1.2;
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float chromaFilter = 2.5;
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// CGA color burst phase - this determines the base hue
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// Adjusted to match the canonical CGA artifact color palette
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float cgaPhaseOffset = cgaHue + PI * 0.5; // Adjust for correct color alignment
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// CGA doesn't have the 227.5 cycle per line offset in the same way
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// The phase is more deterministic based on pixel position
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float basePhase = pixelX * TAU * CGA_CC_PER_PIXEL + cgaPhaseOffset;
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// Odd lines have 180° phase shift (creates the alternating pattern)
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if (mod(pixelY, 2.0) >= 1.0) {
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basePhase += PI;
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}
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float yAccum = 0.0, iAccum = 0.0, qAccum = 0.0;
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float yWeight = 0.0, chromaWeight = 0.0;
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// Use smaller filter radius for sharper CGA look
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const int CGA_RADIUS = 8;
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for (int i = -CGA_RADIUS; i <= CGA_RADIUS; i++) {
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float offset = float(i);
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vec2 sampleUV = uv + vec2(offset * texelSize.x, 0.0);
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// CGA outputs either black (0) or white (1) in 640x200 mode
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// Get the source value (treating as monochrome for artifact generation)
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vec3 srcRGB = sampleTexture(sampleUV);
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float srcLuma = dot(srcRGB, vec3(0.299, 0.587, 0.114));
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// For CGA artifact colors, we use the luma as the composite signal level
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// In reality, CGA outputs either 0V or ~0.7V for the two states
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float composite = srcLuma;
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float samplePhase = basePhase + offset * TAU * CGA_CC_PER_PIXEL;
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// Low-pass filter for luma
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float yw = gaussianWeight(offset, yFilter);
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yAccum += composite * yw;
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yWeight += yw;
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// Demodulate chroma
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float cw = gaussianWeight(offset, chromaFilter);
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iAccum += composite * cos(samplePhase) * 2.0 * cw;
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qAccum += composite * sin(samplePhase) * 2.0 * cw;
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chromaWeight += cw;
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}
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float y = yAccum / yWeight;
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float i = (iAccum / chromaWeight) * getCgaSaturation();
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float q = (qAccum / chromaWeight) * getCgaSaturation();
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// Convert to RGB
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vec3 rgb = YIQ_TO_RGB * vec3(y, i, q);
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return rgb;
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}
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// === TRINITRON PHOSPHOR MASK ===
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vec3 trinitronMask(vec2 screenPos) {
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float strength = getPhosphorStrength();
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float outputX = screenPos.x * 2.0; // 2x display scale
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float stripe = mod(outputX, 3.0);
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float bleed = 0.15;
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vec3 mask;
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if (stripe < 1.0) {
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mask = vec3(1.0, bleed, bleed);
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} else if (stripe < 2.0) {
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mask = vec3(bleed, 1.0, bleed);
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} else {
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mask = vec3(bleed, bleed, 1.0);
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}
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float compensation = 1.0 / (0.333 + 0.667 * bleed);
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mask *= compensation * 0.85;
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return mix(vec3(1.0), mask, strength);
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}
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// === SCANLINE MASK ===
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float scanlineMask(vec2 screenPos) {
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float strength = getScanlineStrength();
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float outputY = screenPos.y * 2.0; // 2x display scale
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float scanline = sin(outputY * PI);
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scanline = scanline * 0.5 + 0.5;
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scanline = pow(scanline, 0.4);
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return mix(1.0 - strength, 1.0, scanline);
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}
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// === MAIN ===
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void main() {
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vec2 uv = v_texCoords;
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uv.x = mix(uv.x, 1.0 - uv.x, flip.x);
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uv.y = mix(uv.y, 1.0 - uv.y, flip.y);
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vec2 texelSize = 1.0 / resolution;
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float pixelX = uv.x * resolution.x;
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float pixelY = uv.y * resolution.y;
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// Frame phase for dot crawl (4-frame cycle)
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float framePhase = mod(time, 4.0) * PI * 0.5;
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float basePhase = calcCarrierPhase(pixelX, pixelY, framePhase);
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// Decode signal based on mode
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vec3 rgb;
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if (signalMode == 2) {
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// CGA Composite mode - deterministic artifact colors
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rgb = decodeCGAComposite(uv, texelSize, pixelX, pixelY);
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} else if (signalMode == 1) {
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rgb = decodeComposite(uv, texelSize, basePhase);
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} else {
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rgb = decodeSVideo(uv, texelSize, basePhase);
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}
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// CRT display effects
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vec2 screenPos = vec2(pixelX, pixelY);
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// rgb *= trinitronMask(screenPos);
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// rgb *= scanlineMask(screenPos);
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fragColor = vec4(clamp(rgb, 0.0, 1.0), 1.0);
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}
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