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-rw-r--r--src/effects/ntsc.wgsl90
1 files changed, 79 insertions, 11 deletions
diff --git a/src/effects/ntsc.wgsl b/src/effects/ntsc.wgsl
index 8d8d536..ad29c79 100644
--- a/src/effects/ntsc.wgsl
+++ b/src/effects/ntsc.wgsl
@@ -22,7 +22,8 @@ const CROSS_TALK = 0.1;
const CROSS_Y_INTERFERENCE = 30.;
const CHROMA_MOD_FREQ = (0.4 * PI);
-const C64Colors = array<vec3f, 16>(
+const NUM_COLORS : u32 = 16;
+const C64Colors = array<vec3f, NUM_COLORS>(
vec3f(13.0/255.0, 13.0/255.0, 13.0/255.0), // 0 black
vec3f(242.0/255.0, 242.0/255.0, 242.0/255.0), // 1 white
vec3f(89.0/255.0, 39.0/255.0, 33.0/255.0), // 2 red
@@ -51,7 +52,7 @@ const C64Colors = array<vec3f, 16>(
// Barrel (fisheye) distortion: strength > 0 = barrel, < 0 = pincushion
fn fisheye(uv: vec2f, scale: f32) -> vec2f {
const strength = vec2f(0.1, 0.24);
- return uv * (1.0 + scale * strength * (uv * uv).yx) * 0.65 + .5;
+ return uv * (1.0 + scale * strength * (uv * uv).yx) * 0.60 + .50;
}
fn vignette(uv: vec2f) -> f32 {
@@ -84,7 +85,7 @@ fn yiqa_to_rgba(yiq: vec4f) -> vec4f {
// returns Luma, chroma subcarrier level, phase, transparency
fn get_luma_chroma_phase_a(uv: vec2f) -> vec4f {
- let rgba = textureSample(input_texture, input_sampler, uv);
+ let rgba = Dither(textureSample(input_texture, input_sampler, uv), uv);
let yiq = rgba_to_yiqa(textureSample(input_texture, input_sampler, uv));
let chroma_level = length(yiq.yz);
@@ -123,16 +124,80 @@ fn randomized_f32(p: vec2f, t: f32) -> f32 {
return hash_2f_alt(vec2f(p * 0.152 + t * 1500. + 50.0));
}
+const BAYER_8X8 = array<u32, 64>(
+ 0, 32, 8, 40, 2, 34, 10, 42,
+ 48, 16, 56, 24, 50, 18, 58, 26,
+ 12, 44, 4, 36, 14, 46, 6, 38,
+ 60, 28, 52, 20, 62, 30, 54, 22,
+ 3, 35, 11, 43, 1, 33, 9, 41,
+ 51, 19, 59, 27, 49, 17, 57, 25,
+ 15, 47, 7, 39, 13, 45, 5, 37,
+ 63, 31, 55, 23, 61, 29, 53, 21
+);
+
+const DistanceParam = 0.65;
+fn colorDistance(color: vec4f, c1: vec4f, c2: vec4f, frac: f32) -> f32 {
+ return mix(distance(color, mix(c1, c2, frac)),
+ distance(color, c1) + distance(color, c2),
+ 0.5 * DistanceParam * DistanceParam);
+}
+
+fn Dither(col: vec4f, uv: vec2f) -> vec4f {
+ let ix = u32(floor(uv.x * XSIZE / 2.)) % 8;
+ let iy = u32(floor(uv.y * YSIZE / 2.)) % 8;
+ let thresh = f32(BAYER_8X8[ix + 8 * iy]) / 64.;
+
+ var color = min(col, vec4f(1.));
+ color *= color; // ~gamma
+
+ var c1 = vec4f(0.);
+ var c2 = vec4f(0.);
+ var frac = 0.0;
+ var best = 1.e5;
+
+ for (var i = 0u; i < NUM_COLORS; i += 1u) {
+ var p1 = vec4f(C64Colors[i], 1.);
+ p1 *= p1;
+ for (var j = i + 1u; j < NUM_COLORS; j += 1u) {
+ var p2 = vec4f(C64Colors[j], 1.);
+ p2 *= p2;
+
+ // min-L2 optim
+ let dc = p1 - p2;
+ var a = dot(dc, p1 - color) / dot(dc, dc);
+ a = clamp(a, 0., 1.);
+ let dist = colorDistance(color, p1, p2, a);
+ if (dist < best) {
+ best = dist;
+ c1 = p1;
+ c2 = p2;
+ frac = a;
+ }
+ }
+ }
+ color = mix(c1, c2, f32(frac > thresh));
+// color = mix(c1, c2, frac);
+ return sqrt(color);
+}
+
+fn get_border_col(uv: vec2f) -> vec4f {
+ let t = uniforms.beat_time;
+ let offset = uv.x + YSIZE * uv.y / 8.;
+ let phase = 3. * round(hash_1f(t * 533.) * 24.);
+ let id = round(hash_1f(round(sin(t * 1.6) + offset + phase)) * 8.);
+ let border_col = vec4f(C64Colors[u32(id)], 1.);
+ return border_col;
+}
+
@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f {
let t = uniforms.time;
let bt = uniforms.beat_phase;
// Fisheye/barrel distortion
var uv = fisheye(in.st, 0.18);
- let mframe = round(bt * 2.) % 2.;
+ let mframe = sin(bt * 32.) * 1.2;
uv.y += mframe * SCAN_FLICKER / uniforms.resolution.y; // flicker at target resolution
-
// interference
let cur_line = round(uv.y * YSIZE);
var r = randomized_f32(vec2f(0.0, cur_line), uniforms.time);
@@ -141,7 +206,6 @@ fn randomized_f32(p: vec2f, t: f32) -> f32 {
let x_interf = X_INTERFERENCE * r / XSIZE;
let y_interf = Y_INTERFERENCE * r * peak(uv.y, 0.2, 0.03);
uv.x += x_interf - y_interf;
- uv = clamp(uv, vec2f(0.), vec2f(1.));
// luma fringing
let d = (BLUR_SIZE + y_interf * 100.0) / XSIZE;
@@ -176,17 +240,21 @@ fn randomized_f32(p: vec2f, t: f32) -> f32 {
signal.y *= 1.0 + scarrier * i_mod;
signal.z *= 1.0 + scarrier * q_mod;
+ var col = yiqa_to_rgba(signal);
+ col = Dither(col, uv);
+
+ let border_col = get_border_col(uv);
let v_strength = vignette(uv);
- let scanl = (0.82 + 0.18 * sin(PI * uv.y * uniforms.resolution.y / 2.));
- var col = clamp(scanl * yiqa_to_rgba(signal), vec4f(0.0), vec4f(1.0));
- let id = round(hash_1f(round(t * .02 + uv.x + YSIZE * uv.y / 8.) + 3. * round(hash_1f(t * 533.) * 24.)) * 16.);
- let border_col = vec4f(C64Colors[u32(id)], 1.);
- col = mix(border_col, col, v_strength);
+ let scanl = 0.82 + 0.5 * sin(PI * uv.y * uniforms.resolution.y / 2.);
+ col = scanl * mix(border_col, col, v_strength);
+ col = clamp(col, vec4f(0., 0., 0., 1.), vec4f(1.0));
+
// Black outside screen edges
if (uv.x <= 0.0 || uv.x >= 1.0 || uv.y <= 0.0 || uv.y >= 1.0) {
// discard;
}
+
col = debug_f32(col, in.position.xy / 2., vec2f(100., 75.), uniforms.beat_time);
col = debug_str(col, in.position.xy / 2., vec2f(100., 150.), vec4u(0x48656C6Cu, 0x6F000000u, 0u, 0u), 5u);
return col;