slang-shaders/misc/ntsc-colors.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
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float intensity;
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} params;
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#pragma parameter intensity "NTSC Intensity" 1.0 0.0 1.0 0.05
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layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#include "colorspace-tools.h"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#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()
{
vec3 color = texture(Source, vTexCoord).rgb;
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color = mix(color.rgb, NTSCtoSRGB(color.rgb), params.intensity);
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FragColor = vec4(color, 1.0);
}