diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/effects/ntsc.wgsl | 62 | ||||
| -rw-r--r-- | src/effects/ntsc_effect.h | 12 | ||||
| -rw-r--r-- | src/effects/shaders.cc | 1 | ||||
| -rw-r--r-- | src/effects/shaders.h | 1 | ||||
| -rw-r--r-- | src/gpu/demo_effects.h | 1 | ||||
| -rw-r--r-- | src/tests/gpu/test_demo_effects.cc | 3 |
6 files changed, 80 insertions, 0 deletions
diff --git a/src/effects/ntsc.wgsl b/src/effects/ntsc.wgsl new file mode 100644 index 0000000..f357b17 --- /dev/null +++ b/src/effects/ntsc.wgsl @@ -0,0 +1,62 @@ +// NTSC post-process effect with fisheye/barrel distortion +#include "sequence_uniforms" +#include "render/fullscreen_uv_vs" +#include "math/noise" + +@group(0) @binding(0) var input_sampler: sampler; +@group(0) @binding(1) var input_texture: texture_2d<f32>; +@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams; + +// Barrel (fisheye) distortion: strength > 0 = barrel, < 0 = pincushion +fn fisheye(uv: vec2f, strength: f32) -> vec2f { + let c = uv * 2.0 - 1.0; + let r2 = dot(c, c); + let distorted = c * (1.0 + strength * r2); + return distorted * 0.5 + 0.5; +} + +@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { + let t = uniforms.time; + + // Fisheye/barrel distortion + let uv = fisheye(in.uv, 0.18); + + // Black outside screen edges + if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) { + return vec4f(0.0, 0.0, 0.0, 1.0); + } + + // Chroma separation (horizontal RGB bleeding) + let bleed = 2.5 / uniforms.resolution.x; + let r = textureSample(input_texture, input_sampler, uv + vec2f( bleed, 0.0)).r; + let g = textureSample(input_texture, input_sampler, uv ).g; + let b = textureSample(input_texture, input_sampler, uv - vec2f( bleed, 0.0)).b; + var col = vec3f(r, g, b); + + // Scanlines + let scan = sin(uv.y * uniforms.resolution.y * 3.14159265) * 0.5 + 0.5; + col *= 0.82 + 0.18 * scan; + + // Per-pixel temporal noise + let pixel = floor(uv * uniforms.resolution); + let n = hash_2f(pixel + vec2f(t * 47.3, t * 31.7)) * 0.08 - 0.04; + col += n; + + // Horizontal jitter line (random scanline rolling artifact) + let jitter_y = fract(t * 0.37); + let jitter_band = abs(uv.y - jitter_y); + if (jitter_band < 0.003) { + col += hash_1f(uv.x * 100.0 + t) * 0.15; + } + + // Vignette (stronger at corners due to fisheye) + let vig = in.uv * 2.0 - 1.0; + col *= 1.0 - dot(vig, vig) * 0.45; + + // Slight NTSC warm tint (boost red/green, attenuate blue) + col.r *= 1.04; + col.g *= 1.01; + col.b *= 0.94; + + return vec4f(clamp(col, vec3f(0.0), vec3f(1.0)), 1.0); +} diff --git a/src/effects/ntsc_effect.h b/src/effects/ntsc_effect.h new file mode 100644 index 0000000..d8624ea --- /dev/null +++ b/src/effects/ntsc_effect.h @@ -0,0 +1,12 @@ +// NTSC post-process effect with fisheye distortion +#pragma once +#include "effects/shaders.h" +#include "gpu/wgsl_effect.h" + +struct Ntsc : public WgslEffect { + Ntsc(const GpuContext& ctx, const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time) + : WgslEffect(ctx, inputs, outputs, start_time, end_time, + ntsc_shader_wgsl) {} +}; diff --git a/src/effects/shaders.cc b/src/effects/shaders.cc index e4b9b25..1b93a03 100644 --- a/src/effects/shaders.cc +++ b/src/effects/shaders.cc @@ -100,6 +100,7 @@ const char* flash_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_FLASH); const char* scene1_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_SCENE1); const char* scene2_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_SCENE2); const char* scratch_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_SCRATCH); +const char* ntsc_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_NTSC); // Compute shaders const char* gen_noise_compute_wgsl = diff --git a/src/effects/shaders.h b/src/effects/shaders.h index 76b5d96..0686b7e 100644 --- a/src/effects/shaders.h +++ b/src/effects/shaders.h @@ -17,6 +17,7 @@ extern const char* flash_shader_wgsl; extern const char* scene1_shader_wgsl; extern const char* scene2_shader_wgsl; extern const char* scratch_shader_wgsl; +extern const char* ntsc_shader_wgsl; // Compute shaders extern const char* gen_noise_compute_wgsl; diff --git a/src/gpu/demo_effects.h b/src/gpu/demo_effects.h index a2500e7..9d794aa 100644 --- a/src/gpu/demo_effects.h +++ b/src/gpu/demo_effects.h @@ -30,6 +30,7 @@ #include "effects/scene1_effect.h" #include "effects/scene2_effect.h" #include "effects/scratch_effect.h" +#include "effects/ntsc_effect.h" // TODO: Port CNN effects // #include "../../cnn_v1/src/cnn_v1_effect.h" diff --git a/src/tests/gpu/test_demo_effects.cc b/src/tests/gpu/test_demo_effects.cc index 3aa6230..b9d1463 100644 --- a/src/tests/gpu/test_demo_effects.cc +++ b/src/tests/gpu/test_demo_effects.cc @@ -73,6 +73,9 @@ static void test_effects() { {"Scratch", std::make_shared<Scratch>( fixture.ctx(), std::vector<std::string>{"source"}, std::vector<std::string>{"sink"}, 0.0f, 1000.0f)}, + {"Ntsc", std::make_shared<Ntsc>( + fixture.ctx(), std::vector<std::string>{"source"}, + std::vector<std::string>{"sink"}, 0.0f, 1000.0f)}, }; int passed = 0; |
