2016-07-14 04:59:27 +10:00
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#version 450
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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2016-07-13 14:38:02 +10:00
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#include "ntsc-rgbyuv.inc"
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2016-07-14 04:59:27 +10:00
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#include "ntsc-decode-filter-3phase.inc"
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2016-07-13 14:38:02 +10:00
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#define fetch_offset(offset, one_x) \
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texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz
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#define NTSC_CRT_GAMMA 2.5
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#define NTSC_MONITOR_GAMMA 2.0
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2016-07-14 04:59:27 +10:00
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#include "ntsc-pass2-vertex.inc"
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2016-07-13 14:38:02 +10:00
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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#include "ntsc-pass2-decode.inc"
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vec3 rgb = yiq2rgb(signal);
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2016-07-14 04:59:27 +10:00
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FragColor = vec4(pow(rgb, vec3(NTSC_CRT_GAMMA / NTSC_MONITOR_GAMMA)), 1.0);
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2016-07-13 14:38:02 +10:00
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}
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