added connector option for composite and s-video

This commit is contained in:
Valerie Wolfe 2024-05-04 00:33:08 -04:00
parent b73905e8af
commit eeed80fe76
6 changed files with 34 additions and 9 deletions

View file

@ -13,23 +13,34 @@ uniform float viewWidth;
#include "/module/aberration.frag" #include "/module/aberration.frag"
#include "/module/horizontal_blur.frag" #include "/module/horizontal_blur.frag"
#include "/module/scanline.frag" #include "/module/scanline.frag"
#include "/module/signal.frag"
void main() { void main() {
vec3 color; vec3 color;
// software post-processing effects
#ifdef hBlur #ifdef hBlur
color = hblur(); color = hblur();
#else #else
color = texture2D(gcolor, texcoord).rgb; color = texture2D(gcolor, texcoord).rgb;
#endif #endif
#ifdef aberration
color.rb = aberrate().rb;
#endif
#if scanline > 0 #if scanline > 0
color = scanlines(color); color = scanlines(color);
#endif #endif
// hardware post-processing effects
#if signal == SIGNAL_NTSC
color = ntsc(color);
#endif
// physical post-processing effects
#ifdef aberration
color.rb = aberrate(color).rb;
#endif
gl_FragData[0] = vec4(color, 1); gl_FragData[0] = vec4(color, 1);
} }

View file

@ -56,6 +56,10 @@ option.signal=Signal
value.signal.0=RGB (Off) value.signal.0=RGB (Off)
value.signal.1=NTSC value.signal.1=NTSC
option.wire=Connector
value.wire.0=Composite
value.wire.1=S-Video
option.interlacing=Interlacing option.interlacing=Interlacing
option.scanline=Scanlines option.scanline=Scanlines

View file

@ -1,10 +1,10 @@
vec2 caOffset = vec2(2 * pixelSize / viewWidth, 0); vec2 caOffset = vec2(2 * pixelSize / viewWidth, 0);
vec3 aberrate() { vec3 aberrate(vec3 color) {
vec2 offset = caOffset * abs(cos(texcoord * 3.14)); vec2 offset = caOffset * abs(cos(texcoord * 3.14));
float red = texture2D(gcolor, texcoord - offset).r; float red = color.r;
float blue = texture2D(gcolor, texcoord + offset).b; float blue = color.b;
return vec3(red, 0, blue); return vec3(red, 0, blue);
} }

View file

@ -2,6 +2,7 @@
#include "/var/signal.glsl" #include "/var/signal.glsl"
#define signal 0 // [0 1] #define signal 0 // [0 1]
#define wire 0 // [0 1]
vec3 ntsc(vec3 color) { vec3 ntsc(vec3 color) {
// convert to YIQ // convert to YIQ
@ -10,11 +11,17 @@ vec3 ntsc(vec3 color) {
float q = dot(color, vec3(0.211, -.523, 0.312)); float q = dot(color, vec3(0.211, -.523, 0.312));
// faux ntsc signal // faux ntsc signal
float carrier = 6.283 * 3.570 * gl_FragCoord.x; float carrier = 6.283 * 3.570 * gl_FragCoord.x; // 2π * 3.57MHz * x
float phase = sin(carrier) * i + cos(carrier) * q; float phase = sin(carrier) * i + cos(carrier) * q;
float quad = cos(carrier) * i - sin(carrier) * q; float quad = cos(carrier) * i - sin(carrier) * q;
// decode faux signal // decode faux signal
#if wire == WIRE_COMPOSITE
float composite = phase + quad + (y * 5.500); // p + q + (y * 5.5MHz)
y = round(composite * 5.500) / 30.250;
phase = composite - quad - (y * 5.500);
quad = composite - phase - (y * 5.500);
#endif
i = quad * cos(carrier); i = quad * cos(carrier);
q = phase * sin(carrier); q = phase * sin(carrier);

View file

@ -20,7 +20,7 @@ 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 <empty> interlacing scanline aberration screen.SCREEN=signal wire interlacing scanline aberration
# console effects # console effects
screen.CONSOLE.columns=1 screen.CONSOLE.columns=1

View file

@ -2,3 +2,6 @@
#define SIGNAL_RGB 0 #define SIGNAL_RGB 0
#define SIGNAL_NTSC 1 #define SIGNAL_NTSC 1
#define WIRE_COMPOSITE 0
#define WIRE_SVIDEO 1