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Attempts a linear comb filter for YC separation, plus post-separation Y filtering.
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@ -96,7 +96,9 @@ std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
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} else {
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result +=
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"out vec2 textureCoordinates[11];"
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"uniform sampler2D textureName;";
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"out vec2 combCoordinates[2];"
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"uniform sampler2D textureName;"
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"uniform float combOffset;";
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}
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result +=
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@ -132,6 +134,9 @@ std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
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"textureCoordinates[9] = sourcePosition + vec2(4.0, 0.0) / textureSize(textureName, 0);"
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"textureCoordinates[10] = sourcePosition + vec2(5.0, 0.0) / textureSize(textureName, 0);"
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"combCoordinates[0] = sourcePosition - vec2(combOffset, 0.0);"
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"combCoordinates[1] = sourcePosition + vec2(combOffset, 0.0);"
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"eyePosition = eyePosition;";
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}
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@ -349,13 +354,13 @@ std::unique_ptr<Shader> ScanTarget::svideo_to_rgb_shader(int colour_cycle_numera
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(Colour cycle numerator)/(Colour cycle denominator) gives the number of colour cycles in (processing_width / LineBufferWidth),
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there'll be at least four samples per colour clock and in practice at most just a shade more than 9.
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*/
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auto coefficients = coefficients_for_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.25f);
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auto shader = std::unique_ptr<Shader>(new Shader(
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glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
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"#version 150\n"
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"in vec2 textureCoordinates[11];"
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"uniform vec4 textureWeights[3];"
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"uniform vec4 chromaWeights[3];"
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"uniform vec4 lumaWeights[3];"
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"uniform sampler2D textureName;"
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"uniform mat3 lumaChromaToRGB;"
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@ -374,6 +379,11 @@ std::unique_ptr<Shader> ScanTarget::svideo_to_rgb_shader(int colour_cycle_numera
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"texture(textureName, textureCoordinates[9]).rgb,"
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"texture(textureName, textureCoordinates[10]).rgb"
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");"
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"vec4 samples0[3] = vec4[3]("
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"vec4(samples[0].r, samples[1].r, samples[2].r, samples[3].r),"
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"vec4(samples[4].r, samples[5].r, samples[6].r, samples[7].r),"
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"vec4(samples[8].r, samples[9].r, samples[10].r, 0.0)"
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");"
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"vec4 samples1[3] = vec4[3]("
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"vec4(samples[0].g, samples[1].g, samples[2].g, samples[3].g),"
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"vec4(samples[4].g, samples[5].g, samples[6].g, samples[7].g),"
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@ -384,27 +394,33 @@ std::unique_ptr<Shader> ScanTarget::svideo_to_rgb_shader(int colour_cycle_numera
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"vec4(samples[4].b, samples[5].b, samples[6].b, samples[7].b),"
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"vec4(samples[8].b, samples[9].b, samples[10].b, 0.0)"
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");"
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"float channel1 = dot(textureWeights[0], samples1[0]) + dot(textureWeights[1], samples1[1]) + dot(textureWeights[2], samples1[2]);"
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"float channel2 = dot(textureWeights[0], samples2[0]) + dot(textureWeights[1], samples2[1]) + dot(textureWeights[2], samples2[2]);"
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"float channel0 = dot(lumaWeights[0], samples0[0]) + dot(lumaWeights[1], samples0[1]) + dot(lumaWeights[2], samples0[2]);"
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"float channel1 = dot(chromaWeights[0], samples1[0]) + dot(chromaWeights[1], samples1[1]) + dot(chromaWeights[2], samples1[2]);"
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"float channel2 = dot(chromaWeights[0], samples2[0]) + dot(chromaWeights[1], samples2[1]) + dot(chromaWeights[2], samples2[2]);"
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"vec2 chroma = vec2(channel1, channel2)*2.0 - vec2(1.0);"
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"fragColour = lumaChromaToRGB * vec3(samples[5].x, chroma);"
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"fragColour = lumaChromaToRGB * vec3(channel0, chroma);"
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"}",
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attribute_bindings(ShaderType::ProcessedScan)
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));
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coefficients.push_back(0.0f);
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shader->set_uniform("textureWeights", 4, 3, coefficients.data());
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auto chroma_coefficients = coefficients_for_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.25f);
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chroma_coefficients.push_back(0.0f);
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shader->set_uniform("chromaWeights", 4, 3, chroma_coefficients.data());
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auto luma_coefficients = coefficients_for_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.5f);
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luma_coefficients.push_back(0.0f);
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shader->set_uniform("lumaWeights", 4, 3, luma_coefficients.data());
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return shader;
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}
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std::unique_ptr<Shader> ScanTarget::composite_to_svideo_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
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auto coefficients = coefficients_for_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.5f);
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auto shader = std::unique_ptr<Shader>(new Shader(
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glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
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"#version 150\n"
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"in vec2 textureCoordinates[11];"
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"in vec2 combCoordinates[2];"
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"in float compositeAngle;"
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"in float oneOverCompositeAmplitude;"
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@ -413,21 +429,18 @@ std::unique_ptr<Shader> ScanTarget::composite_to_svideo_shader(int colour_cycle_
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"out vec3 fragColour;"
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"void main() {"
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"vec4 samples[3] = vec4[3]("
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"vec4(texture(textureName, textureCoordinates[0]).r, texture(textureName, textureCoordinates[1]).r, texture(textureName, textureCoordinates[2]).r, texture(textureName, textureCoordinates[3]).r),"
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"vec4(texture(textureName, textureCoordinates[4]).r, texture(textureName, textureCoordinates[5]).r, texture(textureName, textureCoordinates[6]).r, texture(textureName, textureCoordinates[7]).r),"
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"vec4(texture(textureName, textureCoordinates[8]).r, texture(textureName, textureCoordinates[9]).r, texture(textureName, textureCoordinates[10]).r, 0.0)"
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");"
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"float luma = dot(textureWeights[0], samples[0]) + dot(textureWeights[1], samples[1]) + dot(textureWeights[2], samples[2]);"
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"float luma = mix(texture(textureName, combCoordinates[0]).r, texture(textureName, combCoordinates[1]).r, 0.5);"
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"float centre = texture(textureName, textureCoordinates[5]).r;"
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"vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));"
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"vec2 chroma = ((samples[1].y - luma) * oneOverCompositeAmplitude)*quadrature;"
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"vec2 chroma = ((centre - luma) * oneOverCompositeAmplitude)*quadrature;"
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"fragColour = vec3(luma, chroma*0.5 + vec2(0.5));"
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"}",
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attribute_bindings(ShaderType::ProcessedScan)
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));
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coefficients.push_back(0.0f);
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shader->set_uniform("textureWeights", 4, 3, coefficients.data());
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const float cycles_per_expanded_line = (float(colour_cycle_numerator) / float(colour_cycle_denominator)) / (float(processing_width) / float(LineBufferWidth));
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float quarter_distancce = 0.25f / cycles_per_expanded_line;
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shader->set_uniform("combOffset", quarter_distancce);
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return shader;
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}
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