mirror of
https://github.com/SangeloDev/SangeFault.git
synced 2024-11-13 00:52:43 +00:00
a50683c84e
basically starting over... this is gonna be fun!
134 lines
4.6 KiB
GLSL
134 lines
4.6 KiB
GLSL
#version 150
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uniform sampler2D DiffuseSampler;
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uniform sampler2D BaseSampler;
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in vec2 texCoord;
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in vec2 oneTexel;
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uniform vec2 InSize;
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const vec4 Zero = vec4(0.0);
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const vec4 One = vec4(1.0);
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const float Pi = 3.1415926535;
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const float Pi2 = 6.283185307;
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const vec4 A2 = vec4(1.0);
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const vec4 B = vec4(0.5);
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const float P = 1.0;
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const float CCFrequency = 3.59754545;
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const float NotchWidth = 2.0;
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const float NotchUpperFrequency = 3.59754545 + NotchWidth;
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const float NotchLowerFrequency = 3.59754545 - NotchWidth;
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const float YFrequency = 6.0;
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const float IFrequency = 1.2;
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const float QFrequency = 0.6;
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const float ScanTime = 52.6;
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const vec3 YIQ2R = vec3(1.0, 0.956, 0.621);
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const vec3 YIQ2G = vec3(1.0, -0.272, -0.647);
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const vec3 YIQ2B = vec3(1.0, -1.106, 1.703);
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const vec4 MinC = vec4(-1.1183);
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const vec4 CRange = vec4(3.2366);
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const float Pi2Length = Pi2 / 83.0;
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const vec4 NotchOffset = vec4(0.0, 1.0, 2.0, 3.0);
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const vec4 W = vec4(Pi2 * CCFrequency * ScanTime);
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out vec4 fragColor;
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void main() {
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vec4 YAccum = Zero;
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vec4 IAccum = Zero;
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vec4 QAccum = Zero;
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float QuadXSize = InSize.x * 4.0;
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float TimePerSample = ScanTime / QuadXSize;
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// Frequency cutoffs for the individual portions of the signal that we extract.
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// Y1 and Y2 are the positive and negative frequency limits of the notch filter on Y.
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// Y3 is the center of the frequency response of the Y filter.
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// I is the center of the frequency response of the I filter.
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// Q is the center of the frequency response of the Q filter.
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float Fc_y1 = NotchLowerFrequency * TimePerSample;
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float Fc_y2 = NotchUpperFrequency * TimePerSample;
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float Fc_y3 = YFrequency * TimePerSample;
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float Fc_i = IFrequency * TimePerSample;
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float Fc_q = QFrequency * TimePerSample;
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float Pi2Fc_y1 = Fc_y1 * Pi2;
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float Pi2Fc_y2 = Fc_y2 * Pi2;
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float Pi2Fc_y3 = Fc_y3 * Pi2;
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float Pi2Fc_i = Fc_i * Pi2;
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float Pi2Fc_q = Fc_q * Pi2;
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float Fc_y1_2 = Fc_y1 * 2.0;
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float Fc_y2_2 = Fc_y2 * 2.0;
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float Fc_y3_2 = Fc_y3 * 2.0;
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float Fc_i_2 = Fc_i * 2.0;
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float Fc_q_2 = Fc_q * 2.0;
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vec4 CoordY = vec4(texCoord.y);
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vec4 BaseTexel = texture(DiffuseSampler, texCoord);
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// 83 composite samples wide, 4 composite pixels per texel
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for (float n = -41.0; n < 42.0; n += 4.0)
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{
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vec4 n4 = n + NotchOffset;
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vec4 CoordX = texCoord.x + oneTexel.x * n4 * 0.25;
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vec2 TexCoord = vec2(CoordX.x, CoordY.y);
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vec4 C = texture(DiffuseSampler, TexCoord) * CRange + MinC;
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vec4 WT = W * (CoordX + A2 * CoordY * InSize.y + B);
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vec4 Cosine = 0.54 + 0.46 * cos(Pi2Length * n4);
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vec4 SincYIn1 = Pi2Fc_y1 * n4;
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vec4 SincYIn2 = Pi2Fc_y2 * n4;
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vec4 SincYIn3 = Pi2Fc_y3 * n4;
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vec4 SincY1 = sin(SincYIn1) / SincYIn1;
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vec4 SincY2 = sin(SincYIn2) / SincYIn2;
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vec4 SincY3 = sin(SincYIn3) / SincYIn3;
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// These zero-checks could be made more efficient, but we are trying to support
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// downlevel GLSL
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if(SincYIn1.x == 0.0) SincY1.x = 1.0;
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if(SincYIn1.y == 0.0) SincY1.y = 1.0;
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if(SincYIn1.z == 0.0) SincY1.z = 1.0;
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if(SincYIn1.w == 0.0) SincY1.w = 1.0;
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if(SincYIn2.x == 0.0) SincY2.x = 1.0;
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if(SincYIn2.y == 0.0) SincY2.y = 1.0;
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if(SincYIn2.z == 0.0) SincY2.z = 1.0;
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if(SincYIn2.w == 0.0) SincY2.w = 1.0;
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if(SincYIn3.x == 0.0) SincY3.x = 1.0;
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if(SincYIn3.y == 0.0) SincY3.y = 1.0;
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if(SincYIn3.z == 0.0) SincY3.z = 1.0;
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if(SincYIn3.w == 0.0) SincY3.w = 1.0;
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vec4 IdealY = (Fc_y1_2 * SincY1 - Fc_y2_2 * SincY2) + Fc_y3_2 * SincY3;
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vec4 FilterY = Cosine * IdealY;
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vec4 SincIIn = Pi2Fc_i * n4;
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vec4 SincI = sin(SincIIn) / SincIIn;
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if(SincIIn.x == 0.0) SincI.x = 1.0;
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if(SincIIn.y == 0.0) SincI.y = 1.0;
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if(SincIIn.z == 0.0) SincI.z = 1.0;
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if(SincIIn.w == 0.0) SincI.w = 1.0;
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vec4 IdealI = Fc_i_2 * SincI;
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vec4 FilterI = Cosine * IdealI;
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vec4 SincQIn = Pi2Fc_q * n4;
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vec4 SincQ = sin(SincQIn) / SincQIn;
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if(SincQIn.x == 0.0) SincQ.x = 1.0;
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if(SincQIn.y == 0.0) SincQ.y = 1.0;
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if(SincQIn.z == 0.0) SincQ.z = 1.0;
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if(SincQIn.w == 0.0) SincQ.w = 1.0;
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vec4 IdealQ = Fc_q_2 * SincQ;
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vec4 FilterQ = Cosine * IdealQ;
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YAccum += C * FilterY;
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IAccum += C * cos(WT) * FilterI;
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QAccum += C * sin(WT) * FilterQ;
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}
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float Y = dot(YAccum, One);
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float I = dot(IAccum, One) * 2.0;
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float Q = dot(QAccum, One) * 2.0;
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vec3 YIQ = vec3(Y, I, Q);
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vec3 OutRGB = vec3(dot(YIQ, YIQ2R), dot(YIQ, YIQ2G), dot(YIQ, YIQ2B));
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fragColor = vec4(OutRGB, 1.0);
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}
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