From 5ec0b46814b32bd45a0cfad5914cf3af9e0ee582 Mon Sep 17 00:00:00 2001 From: IIlIIlIl <64303366+IIlIIlIl@users.noreply.github.com> Date: Sun, 31 May 2020 14:37:52 +0200 Subject: [PATCH] Added PAL TV effect to emulate old CRT televisions. (#120) --- orx-fx/src/main/kotlin/color/Pal.kt | 25 ++++ .../org/openrndr/extra/fx/gl3/color/pal.frag | 123 ++++++++++++++++++ 2 files changed, 148 insertions(+) create mode 100644 orx-fx/src/main/kotlin/color/Pal.kt create mode 100644 orx-fx/src/main/resources/org/openrndr/extra/fx/gl3/color/pal.frag diff --git a/orx-fx/src/main/kotlin/color/Pal.kt b/orx-fx/src/main/kotlin/color/Pal.kt new file mode 100644 index 00000000..df44526a --- /dev/null +++ b/orx-fx/src/main/kotlin/color/Pal.kt @@ -0,0 +1,25 @@ +package org.openrndr.extra.fx.color + +import org.openrndr.draw.Filter +import org.openrndr.draw.filterShaderFromUrl +import org.openrndr.extra.fx.filterFragmentUrl +import org.openrndr.extra.parameters.Description +import org.openrndr.extra.parameters.DoubleParameter + +@Description("Pal TV Effect") +class Pal : Filter(filterShaderFromUrl(filterFragmentUrl("color/pal.frag"))) { + @DoubleParameter("amount", 0.0, 1.0) + var amount: Double by parameters + @DoubleParameter("pixelation", 0.0, 1.0) + var pixelation: Double by parameters + @DoubleParameter("filter_gain", 0.0, 10.0) + var filter_gain: Double by parameters + @DoubleParameter("filter_invgain", 0.0, 10.0) + var filter_invgain: Double by parameters + init { + amount = 1.0 + pixelation = 0.0 + filter_gain = 1.0 + filter_invgain = 1.6 + } +} \ No newline at end of file diff --git a/orx-fx/src/main/resources/org/openrndr/extra/fx/gl3/color/pal.frag b/orx-fx/src/main/resources/org/openrndr/extra/fx/gl3/color/pal.frag new file mode 100644 index 00000000..054de266 --- /dev/null +++ b/orx-fx/src/main/resources/org/openrndr/extra/fx/gl3/color/pal.frag @@ -0,0 +1,123 @@ +#version 330 core + +// based on https://github.com/svofski/CRT + +in vec2 v_texCoord0; +uniform sampler2D tex0; // input +uniform float amount; +uniform float pixelation; +out vec4 o_color; + +// Implementation by Evan Wallace (glfx.js) + +uniform float filter_gain; // 1.0 is kind of normal +uniform float filter_invgain; // 1.6 is normal + +#define PI 3.14159265358 +#define FSC 4433618.75 +#define FLINE 15625 +#define VISIBLELINES 312 + +#define RGB_to_YIQ mat3x3( 0.299 , 0.595716 , 0.211456 , 0.587 , -0.274453 , -0.522591 , 0.114 , -0.321263 , 0.311135 ) +#define YIQ_to_RGB mat3x3( 1.0 , 1.0 , 1.0 , 0.9563 , -0.2721 , -1.1070 , 0.6210 , -0.6474 , 1.7046 ) + +#define RGB_to_YUV mat3x3( 0.299 , -0.14713 , 0.615 , 0.587 , -0.28886 , -0.514991 , 0.114 , 0.436 , -0.10001 ) +#define YUV_to_RGB mat3x3( 1.0 , 1.0 , 1.0 , 0.0 , -0.39465 , 2.03211 , 1.13983 , -0.58060 , 0.0 ) + +#define fetch(ofs,center,invx) texture(tex0, vec2((ofs) * (invx) + center.x, center.y)) + +#define FIRTAPS 20 +const float FIR[FIRTAPS] = float[FIRTAPS] (-0.008030271,0.003107906,0.016841352,0.032545161,0.049360136,0.066256720,0.082120150,0.095848433,0.106453014,0.113151423,0.115441842,0.113151423,0.106453014,0.095848433,0.082120150,0.066256720,0.049360136,0.032545161,0.016841352,0.003107906); + +//#define FIR_GAIN 2.0 +//#define FIR_INVGAIN 1.02 +#define FIR_GAIN filter_gain +#define FIR_INVGAIN filter_invgain + +float width_ratio; +float height_ratio; +float altv; +float invx; + + +float modulated(vec2 xy, float sinwt, float coswt) { + vec3 rgb = fetch(0.0, xy, invx).xyz; + vec3 yuv = RGB_to_YUV * rgb; + + // scanline modulation hack + // yuv.x *= 0.8 + 0.2 * sin(xy.y*2.0*3.1415*200.0); + + return clamp(yuv.x + yuv.y * sinwt + yuv.z * coswt, 0.0, 1.0); +} + +vec2 modem_uv(vec2 xy, int ofs) { + float t = (xy.x + float(ofs) * invx) * textureSize(tex0, 0).x; + float wt = t * 2.0 * PI / width_ratio; + + float sinwt = sin(wt); + float coswt = cos(wt + altv); + + vec3 rgb = fetch(float(ofs), xy, invx).xyz; + vec3 yuv = RGB_to_YUV * rgb; + float signal = clamp(yuv.x + yuv.y * sinwt + yuv.z * coswt, 0.0, 1.0); + + return vec2(signal * sinwt, signal * coswt); +} + + +vec3 shadow_mask(vec2 pos){ + const mat2 rot = mat2(0.707,0.707,-0.707,0.707); + vec3 offset = vec3( 0. , 1./3. , 2./3. ); + vec2 spos = pos * rot * vec2(200.0); + vec3 ret = vec3(1); + ret.r = length( fract( spos + vec2(offset.r) ) -.5); + ret.g = length( fract( spos + vec2(offset.g) ) -.5); + ret.b = length( fract( spos + vec2(offset.b) ) -.5); + return clamp( 1.5-ret*2.5 , 0.0, 1.0 ); +} + +// +//void mainmaskImage(out vec4 fragColor, in vec2 fragCoord ){ +// vec2 xy = fragCoord.st / iResolution.xy; +// +// fragColor.rgb = shadow_mask( fragCoord.st/ iResolution.y ) * texture(iChannel0, xy).rgb; +// +// +// if ( fragCoord.y > iResolution.y*.5 ) { +// fragColor = texture(iChannel0, xy); +// } +//} + + +void main() { + // vec2 xy = fragCoord.st / iResolution.xy; + vec2 xy = v_texCoord0; + width_ratio = textureSize(tex0, 0).x / (float(FSC) / float(FLINE)); + height_ratio = textureSize(tex0, 0).y / float(VISIBLELINES); + altv = mod(floor(xy.y * float(VISIBLELINES) + 0.5), 2.0) * PI; + invx = 0.25 / (float(FSC)/float(FLINE)); // equals 4 samples per Fsc period + + // lowpass U/V at baseband + vec2 filtered = vec2(0.0, 0.0); + for (int i = 0; i < FIRTAPS; i++) { + vec2 uv = modem_uv(xy, i - FIRTAPS/2); + filtered += FIR_GAIN * uv * FIR[i]; + } + + float t = xy.x * textureSize(tex0, 0).x; + float wt = t * 2.0 * PI / width_ratio; + + float sinwt = sin(wt); + float coswt = cos(wt + altv); + + float luma = modulated(xy, sinwt, coswt) - FIR_INVGAIN * (filtered.x * sinwt + filtered.y * coswt); + vec3 yuv_result = vec3(luma, filtered.x, filtered.y); + + vec3 rgbmask = shadow_mask( xy * vec2(1.0, textureSize(tex0,0).x / textureSize(tex0,0).y) ); // needs anisotropy like: fragCoord.st/ iResolution.y ); + rgbmask = vec3(1.0,1.0,1.0) * (1.0-pixelation) + rgbmask * pixelation; + o_color = texture(tex0,xy) * (1.0-amount) + amount * vec4(rgbmask * ( YUV_to_RGB * yuv_result ), 1.0); + +// if (xy.y>0.5) { +// o_color = texture(tex0, xy); +// } +} \ No newline at end of file