slang-shaders/ntsc/shaders/ntsc-pass2-3phase.slang

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#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
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#include "ntsc-rgbyuv.inc"
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#include "ntsc-decode-filter-3phase.inc"
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#define fetch_offset(offset, one_x) \
texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz
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#include "ntsc-pass2-vertex.inc"
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#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
#include "ntsc-pass2-decode.inc"
vec3 rgb = yiq2rgb(signal);
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FragColor = vec4(rgb, 1.0);
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}