// NTSC post-process effect: fisheye distortion, scanlines, and color bleeding. // Produces a retro CRT/NTSC look using YIQ color space and C64-style dithering. #include "sequence_uniforms" #include "render/fullscreen_uv_vs" #include "math/noise" #include "math/color" #include "math/color_c64" #include "debug/debug_print" const PI = 3.14159265; const TAU = 6.28318530718; const XSIZE = 54.0 * 8.; const YSIZE = 33.0 * 8.; const SCAN_FLICKER = 2.33; const X_INTERFERENCE = 1.1; const Y_INTERFERENCE = 0.101; const LUMA_BRIGHTNESS = 1.1; const CHROMA_SATURATION = 1.6; const BLUR_SIZE = 0.2; const LUMA_BLUR = 1.7; const CHROMA_BLUR = 0.7; const CHROMA_SIZE = 6.0; const SUB_CARRIER = 2.1; const CROSS_TALK = 0.1; const CROSS_Y_INTERFERENCE = 30.; const CHROMA_MOD_FREQ = (0.4 * PI); @group(0) @binding(0) var input_sampler: sampler; @group(0) @binding(1) var input_texture: texture_2d; @group(0) @binding(2) var uniforms: UniformsSequenceParams; // 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) * 0.60 + .50; } fn vignette(uv: vec2f) -> f32 { const vignetteRounding = 160.0; const vignetteSmoothness = 0.7; let uv2 = 2.0 * uv - 1.0; let amount = 1.0 - sqrt(pow(abs(uv2.x), vignetteRounding) + pow(abs(uv2.y), vignetteRounding)); return smoothstep(0., vignetteSmoothness, amount); } // returns Luma, chroma subcarrier level, phase, transparency fn get_luma_chroma_phase_a(uv: vec2f) -> vec4f { let rgba = textureSample(input_texture, input_sampler, uv); return rgba_to_luma_chroma_phase(rgba, uv.y, YSIZE); } fn get_value(uv: vec2f, off: f32, yscale: f32) -> vec4f { return get_luma_chroma_phase_a(uv + off * vec2f(1., yscale)); } fn peak(y: f32, ypos: f32, scale: f32) -> f32 { return clamp((y - 1.) * scale * log(abs(y - ypos)), 0.0, 1.0); } // 6-taps Luma horizontal filtering // fs = 3.84 MHz (Nyquist 1.92 MHz) // Passband: 0–2.8 MHz // Stopband: 3.4–3.84 MHz (>20 dB atten.) // => firpm(12, [0 2.8/3.842 3.4/3.842 1], [1 1 0 0]) const luma_filter = array( 0.0102, 0.0214, 0.0387, -0.0018, -0.0785, -0.1572, -0.1698, 0.1275, 0.4924, 0.5381, 0.4924, 0.1275, -0.1698 ); // Chroma: // fs = 3.84 MHz // Passband: 3.3–3.7 MHz (around fsc) // Stopbands: 0–2.5 MHz (>40 dB) and 3.9+ MHz // => firpm(12, [0 2.5/1.92 3.3/1.92 3.7/1.92 1], [0 0 1 1 0]) const chroma_filter = array( -0.0123, -0.0456, -0.0892, 0.0234, 0.1678, 0.2984, 0.3456, 0.0000, 0.3456, 0.2984, 0.1678, 0.0234, -0.0892 ); fn get_signal(uv: vec2f, d: f32) -> vec4f { var signal = vec4f(0.0); for (var i = 0; i <= 12; i += 1) { let offset = f32(i) - 6.0; let suml = luma_filter[i] * get_value(uv, offset * d, 0.67); let sumc = chroma_filter[i] * get_value(uv, offset * d * CHROMA_SIZE, 0.67); signal += vec4f(suml.x, sumc.y, sumc.z, suml.a); } let base = get_luma_chroma_phase_a(uv); return mix(signal, base, vec4f(LUMA_BLUR, CHROMA_BLUR, CHROMA_BLUR, 1.)); } fn randomized_f32(p: vec2f, t: f32) -> f32 { return hash_2f_alt(vec2f(p * 0.152 + t * 1500. + 50.0)); } @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 = 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); if (r > 0.995) { r *= 3.0; } 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; // luma fringing let d = (BLUR_SIZE + y_interf * 100.0) / XSIZE; var signal = get_signal(uv, d); // luma / chroma saturation let lchroma = signal.y * CHROMA_SATURATION; let phase = signal.z * TAU; signal.x *= LUMA_BRIGHTNESS; signal.y = lchroma * sin(phase); signal.z = lchroma * cos(phase); // color subcarrier signal, crosstalk let chroma_phase = t * 60.0 * PI * 0.6667; let mod_phase = chroma_phase + dot(uv, vec2f(1.0, 0.1)) * CHROMA_MOD_FREQ * XSIZE * 2.0; let scarrier = SUB_CARRIER * lchroma; let i_mod = cos(mod_phase); let q_mod = sin(mod_phase); signal.x *= 1.0 + CROSS_TALK * scarrier * q_mod - y_interf * CROSS_Y_INTERFERENCE; signal.y *= 1.0 + scarrier * i_mod; signal.z *= 1.0 + scarrier * q_mod; // convert back to rgb var col = yiqa_to_rgba(signal); // Slight NTSC warm tint (boost red/green, attenuate blue) col *= vec4f(1.04, 1.01, .94, 1.); // col = Dither(col, uv, XSIZE, YSIZE); let border_col = get_border_c64(uv, uniforms.beat_time, YSIZE); let v_strength = vignette(uv); 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.), 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; }