initial PAL simulation implementation

This commit is contained in:
Valerie Wolfe 2024-05-05 13:44:23 -04:00
parent 69c14e4151
commit 6290b0e19e
5 changed files with 48 additions and 13 deletions

View file

@ -33,6 +33,8 @@ void main() {
// hardware post-processing effects // hardware post-processing effects
#if signal == SIGNAL_NTSC #if signal == SIGNAL_NTSC
color = ntsc(color); color = ntsc(color);
#elif signal == SIGNAL_PAL
color = pal(color);
#endif #endif
// physical post-processing effects // physical post-processing effects

View file

@ -52,9 +52,10 @@ suffix.valBits=-bit
screen.SCREEN=Screen screen.SCREEN=Screen
option.signal=Signal option.signal=Encoding
value.signal.0=RGB (Off) value.signal.0=None
value.signal.1=NTSC value.signal.1=NTSC
value.signal.2=PAL
option.wire=Connector option.wire=Connector
value.wire.0=Composite value.wire.0=Composite

View file

@ -1,12 +1,16 @@
#include "/var/signal.glsl" #include "/var/signal.glsl"
#define signal 0 // [0 1] #define signal 0 // [0 1 2]
#define wire 0 // [0 1] #define wire 0 // [0 1]
float luminance(vec3 color) {
return dot(color, vec3(0.299, 0.587, 0.114));
}
vec3 ntsc(vec3 color) { vec3 ntsc(vec3 color) {
// convert to YIQ // convert to YIQ
float y = dot(color, vec3(0.299, 0.587, 0.114)); float y = luminance(color);
float i = dot(color, vec3(0.596, -.274, -.322)); float i = dot(color, vec3(0.596, -.274, -.322));
float q = dot(color, vec3(0.211, -.523, 0.312)); float q = dot(color, vec3(0.211, -.523, 0.312));
@ -17,7 +21,7 @@ vec3 ntsc(vec3 color) {
// decode faux signal // decode faux signal
#if wire == WIRE_COMPOSITE #if wire == WIRE_COMPOSITE
float composite = phase + quad + (y * 5.500); // p + q + (y * 5.5MHz) float composite = phase + (y * 5.500); // p + (y * 5.5MHz)
y = round(composite * 5.500) / 30.250; y = round(composite * 5.500) / 30.250;
phase = composite - quad - (y * 5.500); phase = composite - quad - (y * 5.500);
quad = composite - phase - (y * 5.500); quad = composite - phase - (y * 5.500);
@ -28,11 +32,38 @@ vec3 ntsc(vec3 color) {
// convert back to RGB // convert back to RGB
vec3 yiqColor = vec3(y, i, q); vec3 yiqColor = vec3(y, i, q);
vec3 outColor = vec3(0); float r = dot(yiqColor, vec3(1, 0.956, 0.619));
outColor.r = dot(yiqColor, vec3(1, 0.956, 0.619)); float g = dot(yiqColor, vec3(1, -.272, -.674));
outColor.g = dot(yiqColor, vec3(1, -.272, -.674)); float b = dot(yiqColor, vec3(1, -1.106, 1.703));
outColor.b = dot(yiqColor, vec3(1, -1.106, 1.703));
return outColor; return vec3(r, g, b).rgb;
}
vec3 pal(vec3 color) {
// convert to YUV
float y = luminance(color);
float u = 0.492 * (color.b - y);
float v = 0.877 * (color.r - y);
// faux pal signal
float carrier = 6.283 * 4.434;
float phase = sin(carrier) * u - cos(carrier) * v;
float quad = cos(carrier) * u - sin(carrier) * v;
// decode faux signal
#if wire == WIRE_COMPOSITE
float composite = y + phase;
#endif
u = quad * cos(carrier);
v = phase * sin(carrier);
// convert back to RGB
vec3 yuvColor = vec3(y, u, v);
float r = y + (1.140 * v);
float g = y - (0.395 * u) - (0.581 * v);
float b = y + (2.033 * u);
return vec3(r, g, b).rgb;
} }

View file

@ -13,14 +13,14 @@ profile.VR32=pixelSize=8 colorMode=1 !dithering colorDepth=1 monoPalette=2 vWarp
# -- SCREENS -- # -- SCREENS --
# default # default
screen=<profile> <empty> pixelSize <empty> [COLOR] [SCREEN] [CONSOLE] [FX] screen=<profile> <empty> <empty> <empty> pixelSize <empty> [COLOR] [SCREEN] [CONSOLE] [FX]
# colors # colors
screen.COLOR.columns=3 screen.COLOR.columns=3
screen.COLOR=colorMode dithering <empty> colorDepth <empty> monoPalette hueBits satBits valBits screen.COLOR=colorMode dithering <empty> colorDepth <empty> monoPalette hueBits satBits valBits
# screen effects # screen effects
screen.SCREEN=signal wire interlacing scanline aberration screen.SCREEN=signal wire <empty> <empty> interlacing scanline <empty> <empty> aberration
# console effects # console effects
screen.CONSOLE.columns=1 screen.CONSOLE.columns=1
@ -29,7 +29,7 @@ screen.PSX=vWarp tWarp # playstation
screen.REALITY=hBlur # nintendo 64 screen.REALITY=hBlur # nintendo 64
# custom effects # custom effects
screen.FX=dof dofRes worldCurvature worldRadius screen.FX=dof dofRes <empty> <empty> worldCurvature worldRadius
# -- CONDITIONALS -- # -- CONDITIONALS --
gbuffers_hand.enabled=tWarp gbuffers_hand.enabled=tWarp

View file

@ -1,6 +1,7 @@
#define SIGNAL_RGB 0 #define SIGNAL_RGB 0
#define SIGNAL_NTSC 1 #define SIGNAL_NTSC 1
#define SIGNAL_PAL 2
#define WIRE_COMPOSITE 0 #define WIRE_COMPOSITE 0
#define WIRE_SVIDEO 1 #define WIRE_SVIDEO 1