initial PAL simulation implementation
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5 changed files with 48 additions and 13 deletions
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@ -33,6 +33,8 @@ void main() {
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// hardware post-processing effects
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#if signal == SIGNAL_NTSC
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color = ntsc(color);
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#elif signal == SIGNAL_PAL
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color = pal(color);
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#endif
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// physical post-processing effects
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@ -52,9 +52,10 @@ suffix.valBits=-bit
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screen.SCREEN=Screen
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option.signal=Signal
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value.signal.0=RGB (Off)
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option.signal=Encoding
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value.signal.0=None
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value.signal.1=NTSC
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value.signal.2=PAL
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option.wire=Connector
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value.wire.0=Composite
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@ -1,12 +1,16 @@
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#include "/var/signal.glsl"
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#define signal 0 // [0 1]
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#define signal 0 // [0 1 2]
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#define wire 0 // [0 1]
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float luminance(vec3 color) {
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return dot(color, vec3(0.299, 0.587, 0.114));
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}
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vec3 ntsc(vec3 color) {
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// convert to YIQ
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float y = dot(color, vec3(0.299, 0.587, 0.114));
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float y = luminance(color);
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float i = dot(color, vec3(0.596, -.274, -.322));
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float q = dot(color, vec3(0.211, -.523, 0.312));
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@ -17,7 +21,7 @@ vec3 ntsc(vec3 color) {
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// decode faux signal
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#if wire == WIRE_COMPOSITE
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float composite = phase + quad + (y * 5.500); // p + q + (y * 5.5MHz)
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float composite = phase + (y * 5.500); // p + (y * 5.5MHz)
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y = round(composite * 5.500) / 30.250;
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phase = composite - quad - (y * 5.500);
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quad = composite - phase - (y * 5.500);
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@ -28,11 +32,38 @@ vec3 ntsc(vec3 color) {
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// convert back to RGB
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vec3 yiqColor = vec3(y, i, q);
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vec3 outColor = vec3(0);
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outColor.r = dot(yiqColor, vec3(1, 0.956, 0.619));
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outColor.g = dot(yiqColor, vec3(1, -.272, -.674));
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outColor.b = dot(yiqColor, vec3(1, -1.106, 1.703));
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float r = dot(yiqColor, vec3(1, 0.956, 0.619));
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float g = dot(yiqColor, vec3(1, -.272, -.674));
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float b = dot(yiqColor, vec3(1, -1.106, 1.703));
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return outColor;
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return vec3(r, g, b).rgb;
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}
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vec3 pal(vec3 color) {
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// convert to YUV
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float y = luminance(color);
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float u = 0.492 * (color.b - y);
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float v = 0.877 * (color.r - y);
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// faux pal signal
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float carrier = 6.283 * 4.434;
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float phase = sin(carrier) * u - cos(carrier) * v;
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float quad = cos(carrier) * u - sin(carrier) * v;
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// decode faux signal
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#if wire == WIRE_COMPOSITE
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float composite = y + phase;
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#endif
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u = quad * cos(carrier);
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v = phase * sin(carrier);
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// convert back to RGB
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vec3 yuvColor = vec3(y, u, v);
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float r = y + (1.140 * v);
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float g = y - (0.395 * u) - (0.581 * v);
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float b = y + (2.033 * u);
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return vec3(r, g, b).rgb;
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}
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@ -13,14 +13,14 @@ profile.VR32=pixelSize=8 colorMode=1 !dithering colorDepth=1 monoPalette=2 vWarp
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# -- SCREENS --
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# default
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screen=<profile> <empty> pixelSize <empty> [COLOR] [SCREEN] [CONSOLE] [FX]
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screen=<profile> <empty> <empty> <empty> pixelSize <empty> [COLOR] [SCREEN] [CONSOLE] [FX]
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# colors
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screen.COLOR.columns=3
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screen.COLOR=colorMode dithering <empty> colorDepth <empty> monoPalette hueBits satBits valBits
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# screen effects
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screen.SCREEN=signal wire interlacing scanline aberration
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screen.SCREEN=signal wire <empty> <empty> interlacing scanline <empty> <empty> aberration
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# console effects
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screen.CONSOLE.columns=1
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@ -29,7 +29,7 @@ screen.PSX=vWarp tWarp # playstation
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screen.REALITY=hBlur # nintendo 64
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# custom effects
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screen.FX=dof dofRes worldCurvature worldRadius
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screen.FX=dof dofRes <empty> <empty> worldCurvature worldRadius
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# -- CONDITIONALS --
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gbuffers_hand.enabled=tWarp
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@ -1,6 +1,7 @@
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#define SIGNAL_RGB 0
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#define SIGNAL_NTSC 1
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#define SIGNAL_PAL 2
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#define WIRE_COMPOSITE 0
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#define WIRE_SVIDEO 1
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