aeon-199x/shaders/module/signal.frag

69 lines
1.7 KiB
GLSL

#include "/var/signal.glsl"
#define signal 0 // [0 1 2]
#define wire 0 // [0 1]
float luminance(vec3 color) {
return dot(color, vec3(0.299, 0.587, 0.114));
}
vec3 ntsc(vec3 color) {
// convert to YIQ
float y = luminance(color);
float i = dot(color, vec3(0.596, -.274, -.322));
float q = dot(color, vec3(0.211, -.523, 0.312));
// faux ntsc signal
float carrier = 6.283 * 3.570 * gl_FragCoord.x; // 2π * 3.57MHz * x
float phase = sin(carrier) * i + cos(carrier) * q;
float quad = cos(carrier) * i - sin(carrier) * q;
// decode faux signal
#if wire == WIRE_COMPOSITE
float composite = phase + (y * 5.500); // p + (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);
q = phase * sin(carrier);
// convert back to RGB
vec3 yiqColor = vec3(y, i, q);
float r = dot(yiqColor, vec3(1, 0.956, 0.619));
float g = dot(yiqColor, vec3(1, -.272, -.674));
float b = dot(yiqColor, vec3(1, -1.106, 1.703));
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;
}