update mame-ntsc

This commit is contained in:
hunterk 2017-07-25 15:13:42 -05:00
parent 4f300648dd
commit 0f247809e2
8 changed files with 613 additions and 9 deletions

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shaders = 1
shader0 = shaders/mame-ntsc/ntsc-mame-singlepass.slang
scale_type0 = source
scale0 = 1.0

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shaders = 2 shaders = 2
shader0 = shaders/mame-ntsc/ntsc-mame-pass0.slang shader0 = shaders/mame-ntsc/mame-ntsc.slang
scale_type0 = source scale_type0 = source
filter_linear0 = true
scale0 = 1.0 scale0 = 1.0
shader1 = shaders/mame-ntsc/ntsc-mame-pass1.slang shader1 = shaders/mame-ntsc/mame-postproc.slang
scale_type1 = source filter_linear1 = true
scale1 = 1.0

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// Useful Constants
const vec4 Zero = vec4(0.0);
const vec4 Half = vec4(0.5);
const vec4 One = vec4(1.0);
const vec4 Two = vec4(2.0);
const vec3 Gray = vec3(0.3, 0.59, 0.11);
const float Pi = 3.1415926535;
const float Pi2 = 6.283185307;
// NTSC Constants
const vec4 A = vec4(0.5);
const vec4 A2 = vec4(1.0);
const vec4 B = vec4(0.5);
const float P = 1.0;
const float CCFrequency = 3.59754545;
const float NotchUpperFrequency = 3.59754545 + 2.0;
const float NotchLowerFrequency = 3.59754545 - 2.0;
const float YFrequency = 6.0;
const float IFrequency = 1.2;
const float QFrequency = 0.6;
const float NotchHalfWidth = 2.0;
const float ScanTime = 52.6;
const float Pi2ScanTime = 6.283185307 * 52.6;
const float MaxC = 2.1183;
const vec4 YTransform = vec4(0.299, 0.587, 0.114, 0.0);
const vec4 ITransform = vec4(0.595716, -0.274453, -0.321263, 0.0);
const vec4 QTransform = vec4(0.211456, -0.522591, 0.311135, 0.0);
const vec3 YIQ2R = vec3(1.0, 0.956, 0.621);
const vec3 YIQ2G = vec3(1.0, -0.272, -0.647);
const vec3 YIQ2B = vec3(1.0, -1.106, 1.703);
const vec4 MinC = vec4(-1.1183);
const vec4 CRange = vec4(3.2366);
const vec4 InvCRange = vec4(1.0/3.2366);
const float Pi2Length = Pi2 / 63.0;
const vec4 NotchOffset = vec4(0.0, 1.0, 2.0, 3.0);
const vec4 W = vec4(Pi2 * CCFrequency * ScanTime);
// Color Convolution Constants
const vec3 RedMatrix = vec3(1.0, 0.0, 0.0);
const vec3 GrnMatrix = vec3(0.0, 1.0, 0.0);
const vec3 BluMatrix = vec3(0.0, 0.0, 1.0);
const vec3 DCOffset = vec3(0.0, 0.0, 0.0);
const vec3 ColorScale = vec3(0.95, 0.95, 0.95);
const float Saturation = 1.4;
// Deconverge Constants
const vec3 ConvergeX = vec3(-0.4, 0.0, 0.2);
const vec3 ConvergeY = vec3( 0.0, -0.4, 0.2);
const vec3 RadialConvergeX = vec3(1.0, 1.0, 1.0);
const vec3 RadialConvergeY = vec3(1.0, 1.0, 1.0);
// Scanline/Pincushion Constants
const float PincushionAmount = 0.015;
const float CurvatureAmount = 0.015;
//const float ScanlineAmount = 0.175; <- move to parameter
const float ScanlineScale = 1.0;
const float ScanlineHeight = 1.0;
const float ScanlineBrightScale = 1.0;
const float ScanlineBrightOffset = 0.0;
const float ScanlineOffset = 0.0;
const vec3 Floor = vec3(0.05, 0.05, 0.05);
// 60Hz Bar Constants
const float SixtyHertzRate = (60.0 / 59.97 - 1.0); // Difference between NTSC and line frequency
const float SixtyHertzScale = 0.1;

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#version 450
// This is a port of the NTSC encode/decode shader pair in MAME and MESS, modified to use only
// one pass rather than an encode pass and a decode pass. It accurately emulates the sort of
// signal decimation one would see when viewing a composite signal, though it could benefit from a
// pre-pass to re-size the input content to more accurately reflect the actual size that would
// be incoming from a composite signal source.
//
// To encode the composite signal, I convert the RGB value to YIQ, then subsequently evaluate
// the standard NTSC composite equation. Four composite samples per RGB pixel are generated from
// the incoming linearly-interpolated texels.
//
// The decode pass implements a Fixed Impulse Response (FIR) filter designed by MAME/MESS contributor
// "austere" in matlab (if memory serves correctly) to mimic the behavior of a standard television set
// as closely as possible. The filter window is 83 composite samples wide, and there is an additional
// notch filter pass on the luminance (Y) values in order to strip the color signal from the luminance
// signal prior to processing.
//
// Yes, this code could greatly use some cleaning up.
// ported from UltraMoogleMan's "Full MAME/MESS Shader Pipe" shadertoy: https://www.shadertoy.com/view/ldf3Rf
// license: presumably MAME's license at the time, which was noncommercial
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#include "constants.inc"
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#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;
#define iChannel0 Source
vec4 CompositeSample(vec2 UV, vec2 InverseRes) {
vec2 InverseP = vec2(P, 0.0) * InverseRes;
// UVs for four linearly-interpolated samples spaced 0.25 texels apart
vec2 C0 = UV;
vec2 C1 = UV + InverseP * 0.25;
vec2 C2 = UV + InverseP * 0.50;
vec2 C3 = UV + InverseP * 0.75;
vec4 Cx = vec4(C0.x, C1.x, C2.x, C3.x);
vec4 Cy = vec4(C0.y, C1.y, C2.y, C3.y);
vec4 Texel0 = texture(iChannel0, C0);
vec4 Texel1 = texture(iChannel0, C1);
vec4 Texel2 = texture(iChannel0, C2);
vec4 Texel3 = texture(iChannel0, C3);
float Frequency = CCFrequency;
//Frequency = Frequency;// Uncomment for bad color sync + (sin(UV.y * 2.0 - 1.0) / CCFrequency) * 0.001;
// Calculated the expected time of the sample.
vec4 T = A2 * Cy * vec4(params.SourceSize.y) + B + Cx;
vec4 W = vec4(Pi2ScanTime * Frequency);
vec4 TW = T * W;
vec4 Y = vec4(dot(Texel0, YTransform), dot(Texel1, YTransform), dot(Texel2, YTransform), dot(Texel3, YTransform));
vec4 I = vec4(dot(Texel0, ITransform), dot(Texel1, ITransform), dot(Texel2, ITransform), dot(Texel3, ITransform));
vec4 Q = vec4(dot(Texel0, QTransform), dot(Texel1, QTransform), dot(Texel2, QTransform), dot(Texel3, QTransform));
vec4 Encoded = Y + I * cos(TW) + Q * sin(TW);
return (Encoded - MinC) * InvCRange;
}
vec4 NTSCCodec(vec2 UV, vec2 InverseRes)
{
vec4 YAccum = Zero;
vec4 IAccum = Zero;
vec4 QAccum = Zero;
float QuadXSize = params.SourceSize.x * 4.0;
float TimePerSample = ScanTime / QuadXSize;
// Frequency cutoffs for the individual portions of the signal that we extract.
// Y1 and Y2 are the positive and negative frequency limits of the notch filter on Y.
// Y3 is the center of the frequency response of the Y filter.
// I is the center of the frequency response of the I filter.
// Q is the center of the frequency response of the Q filter.
float Fc_y1 = NotchLowerFrequency * TimePerSample;
float Fc_y2 = NotchUpperFrequency * TimePerSample;
float Fc_y3 = YFrequency * TimePerSample;
float Fc_i = IFrequency * TimePerSample;
float Fc_q = QFrequency * TimePerSample;
float Pi2Fc_y1 = Fc_y1 * Pi2;
float Pi2Fc_y2 = Fc_y2 * Pi2;
float Pi2Fc_y3 = Fc_y3 * Pi2;
float Pi2Fc_i = Fc_i * Pi2;
float Pi2Fc_q = Fc_q * Pi2;
float Fc_y1_2 = Fc_y1 * 2.0;
float Fc_y2_2 = Fc_y2 * 2.0;
float Fc_y3_2 = Fc_y3 * 2.0;
float Fc_i_2 = Fc_i * 2.0;
float Fc_q_2 = Fc_q * 2.0;
vec4 CoordY = vec4(UV.y);
// 83 composite samples wide, 4 composite pixels per texel
for(float n = -31.0; n < 32.0; n += 4.0)
{
vec4 n4 = n + NotchOffset;
vec4 CoordX = UV.x + InverseRes.x * n4 * 0.25;
vec2 TexCoord = vec2(CoordX.x, CoordY.x);
vec4 C = CompositeSample(TexCoord, InverseRes) * CRange + MinC;
vec4 WT = W * (CoordX + A2 * CoordY * params.SourceSize.y + B);
vec4 Cosine = 0.54 + 0.46 * cos(Pi2Length * n4);
vec4 SincYIn1 = Pi2Fc_y1 * n4;
vec4 SincYIn2 = Pi2Fc_y2 * n4;
vec4 SincYIn3 = Pi2Fc_y3 * n4;
vec4 SincY1 = sin(SincYIn1) / SincYIn1;
vec4 SincY2 = sin(SincYIn2) / SincYIn2;
vec4 SincY3 = sin(SincYIn3) / SincYIn3;
// These zero-checks could be made more efficient if WebGL supported mix(vec4, vec4, bvec4)
// Unfortunately, the universe hates us
if(SincYIn1.x == 0.0) SincY1.x = 1.0;
if(SincYIn1.y == 0.0) SincY1.y = 1.0;
if(SincYIn1.z == 0.0) SincY1.z = 1.0;
if(SincYIn1.w == 0.0) SincY1.w = 1.0;
if(SincYIn2.x == 0.0) SincY2.x = 1.0;
if(SincYIn2.y == 0.0) SincY2.y = 1.0;
if(SincYIn2.z == 0.0) SincY2.z = 1.0;
if(SincYIn2.w == 0.0) SincY2.w = 1.0;
if(SincYIn3.x == 0.0) SincY3.x = 1.0;
if(SincYIn3.y == 0.0) SincY3.y = 1.0;
if(SincYIn3.z == 0.0) SincY3.z = 1.0;
if(SincYIn3.w == 0.0) SincY3.w = 1.0;
vec4 IdealY = (Fc_y1_2 * SincY1 - Fc_y2_2 * SincY2) + Fc_y3_2 * SincY3;
vec4 FilterY = Cosine * IdealY;
vec4 SincIIn = Pi2Fc_i * n4;
vec4 SincI = sin(SincIIn) / SincIIn;
if (SincIIn.x == 0.0) SincI.x = 1.0;
if (SincIIn.y == 0.0) SincI.y = 1.0;
if (SincIIn.z == 0.0) SincI.z = 1.0;
if (SincIIn.w == 0.0) SincI.w = 1.0;
vec4 IdealI = Fc_i_2 * SincI;
vec4 FilterI = Cosine * IdealI;
vec4 SincQIn = Pi2Fc_q * n4;
vec4 SincQ = sin(SincQIn) / SincQIn;
if (SincQIn.x == 0.0) SincQ.x = 1.0;
if (SincQIn.y == 0.0) SincQ.y = 1.0;
if (SincQIn.z == 0.0) SincQ.z = 1.0;
if (SincQIn.w == 0.0) SincQ.w = 1.0;
vec4 IdealQ = Fc_q_2 * SincQ;
vec4 FilterQ = Cosine * IdealQ;
YAccum += C * FilterY;
IAccum += C * cos(WT) * FilterI;
QAccum += C * sin(WT) * FilterQ;
}
float Y = dot(YAccum, One);
float I = dot(IAccum, One) * 2.0;
float Q = dot(QAccum, One) * 2.0;
vec3 YIQ = vec3(Y, I, Q);
vec3 OutRGB = vec3(dot(YIQ, YIQ2R), dot(YIQ, YIQ2G), dot(YIQ, YIQ2B));
return vec4(OutRGB, 1.0);
}
void main()
{
FragColor = vec4(NTSCCodec(vTexCoord, params.SourceSize.zw));
}

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float scanlines;
float scandark;
float deconverge;
float pincushion;
float hertzroll;
} params;
#pragma parameter scanlines "Scanline Toggle" 1.0 0.0 1.0 1.0
#pragma parameter scandark "Scanline Intensity" 0.175 0.0 1.0 0.05
#pragma parameter deconverge "Deconvergence/Convolution" 1.0 0.0 1.0 1.0
#pragma parameter pincushion "Bezel Toggle" 0.0 0.0 1.0 1.0
#pragma parameter hertzroll "Refresh Roll Toggle" 1.0 0.0 1.0 1.0
#include "constants.inc"
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#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;
vec4 ColorConvolution(vec2 UV, vec2 InverseRes)
{
vec3 InPixel = texture(Source, UV).rgb;
// Color Matrix
float RedValue = dot(InPixel, RedMatrix);
float GrnValue = dot(InPixel, GrnMatrix);
float BluValue = dot(InPixel, BluMatrix);
vec3 OutColor = vec3(RedValue, GrnValue, BluValue);
// DC Offset & Scale
OutColor = (OutColor * ColorScale) + DCOffset;
// Saturation
float Luma = dot(OutColor, Gray);
vec3 Chroma = OutColor - Luma;
OutColor = (Chroma * Saturation) + Luma;
return vec4(OutColor, 1.0);
}
vec4 Deconverge(vec2 UV)
{
vec2 InverseRes = 1.0 / params.SourceSize.xy;
vec2 InverseSrcRes = 1.0 / params.OriginalSize.xy;
vec3 CoordX = UV.x * RadialConvergeX;
vec3 CoordY = UV.y * RadialConvergeY;
CoordX += ConvergeX * InverseRes.x - (RadialConvergeX - 1.0) * 0.5;
CoordY += ConvergeY * InverseRes.y - (RadialConvergeY - 1.0) * 0.5;
float RedValue = ColorConvolution(vec2(CoordX.x, CoordY.x), InverseSrcRes).r;
float GrnValue = ColorConvolution(vec2(CoordX.y, CoordY.y), InverseSrcRes).g;
float BluValue = ColorConvolution(vec2(CoordX.z, CoordY.z), InverseSrcRes).b;
if (params.deconverge > 0.5) return vec4(RedValue, GrnValue, BluValue, 1.0);
else return vec4(texture(Source, UV));
}
vec4 ScanlinePincushion(vec2 UV)
{
vec4 InTexel = Deconverge(UV);
vec2 PinUnitCoord = UV * Two.xy - One.xy;
float PincushionR2 = pow(length(PinUnitCoord), 2.0);
vec2 PincushionCurve = PinUnitCoord * PincushionAmount * PincushionR2;
vec2 BaseCoord = UV;
vec2 ScanCoord = UV;
BaseCoord *= One.xy - PincushionAmount * 0.2; // Warning: Magic constant
BaseCoord += PincushionAmount * 0.1;
BaseCoord += PincushionCurve;
ScanCoord *= One.xy - PincushionAmount * 0.2; // Warning: Magic constant
ScanCoord += PincushionAmount * 0.1;
ScanCoord += PincushionCurve;
vec2 CurveClipUnitCoord = UV * Two.xy - One.xy;
float CurvatureClipR2 = pow(length(CurveClipUnitCoord), 2.0);
vec2 CurvatureClipCurve = CurveClipUnitCoord * CurvatureAmount * CurvatureClipR2;
vec2 ScreenClipCoord = UV;
ScreenClipCoord -= Half.xy;
ScreenClipCoord *= One.xy - CurvatureAmount * 0.2; // Warning: Magic constant
ScreenClipCoord += Half.xy;
ScreenClipCoord += CurvatureClipCurve;
if (params.pincushion > 0.5){
// -- Alpha Clipping --
if (BaseCoord.x < 0.0) return vec4(0.0, 0.0, 0.0, 1.0);
if (BaseCoord.y < 0.0) return vec4(0.0, 0.0, 0.0, 1.0);
if (BaseCoord.x > 1.0) return vec4(0.0, 0.0, 0.0, 1.0);
if (BaseCoord.y > 1.0) return vec4(0.0, 0.0, 0.0, 1.0);
}
// -- Scanline Simulation --
float InnerSine = ScanCoord.y * params.OriginalSize.y * ScanlineScale;
float ScanBrightMod = sin(InnerSine * Pi + ScanlineOffset * params.OriginalSize.y);
float ScanBrightness = mix(1.0, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0) * 0.5, params.scandark);
vec3 ScanlineTexel = InTexel.rgb * ScanBrightness;
// -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
ScanlineTexel = Floor + (One.xyz - Floor) * ScanlineTexel;
if (params.scanlines > 0.5) return vec4(ScanlineTexel, 1.0);
else return vec4(InTexel);
}
vec4 SixtyHertz(vec2 UV)
{
vec4 InPixel = ScanlinePincushion(UV);
float Milliseconds = float(params.FrameCount) * 15.0;
float TimeStep = fract(Milliseconds * SixtyHertzRate);
float BarPosition = 1.0 - fract(UV.y + TimeStep) * SixtyHertzScale;
vec4 OutPixel = InPixel * BarPosition;
if (params.hertzroll > 0.5) return OutPixel;
else return InPixel;
}
void main()
{
vec4 OutPixel = SixtyHertz(vTexCoord.xy);
FragColor = OutPixel;
}

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#version 450
// This is a port of the NTSC encode/decode shader pair in MAME and MESS, modified to use only
// one pass rather than an encode pass and a decode pass. It accurately emulates the sort of
// signal decimation one would see when viewing a composite signal, though it could benefit from a
// pre-pass to re-size the input content to more accurately reflect the actual size that would
// be incoming from a composite signal source.
//
// To encode the composite signal, I convert the RGB value to YIQ, then subsequently evaluate
// the standard NTSC composite equation. Four composite samples per RGB pixel are generated from
// the incoming linearly-interpolated texels.
//
// The decode pass implements a Fixed Impulse Response (FIR) filter designed by MAME/MESS contributor
// "austere" in matlab (if memory serves correctly) to mimic the behavior of a standard television set
// as closely as possible. The filter window is 83 composite samples wide, and there is an additional
// notch filter pass on the luminance (Y) values in order to strip the color signal from the luminance
// signal prior to processing.
//
// - UltraMoogleMan [8/2/2013]
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
// Useful Constants
const vec4 Zero = vec4(0.0);
const vec4 Half = vec4(0.5);
const vec4 One = vec4(1.0);
const vec4 Two = vec4(2.0);
const float Pi = 3.1415926535;
const float Pi2 = 6.283185307;
// NTSC Constants
const vec4 A = vec4(0.5);
const vec4 B = vec4(0.5);
const float P = 1.0;
const float CCFrequency = 3.59754545;
const float YFrequency = 6.0;
const float IFrequency = 1.2;
const float QFrequency = 0.6;
const float NotchHalfWidth = 2.0;
const float ScanTime = 52.6;
const float MaxC = 2.1183;
const vec4 MinC = vec4(-1.1183);
const vec4 CRange = vec4(3.2366);
#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;
vec4 CompositeSample(vec2 UV) {
vec2 InverseRes = params.SourceSize.zw;
vec2 InverseP = vec2(P, 0.0) * InverseRes;
// UVs for four linearly-interpolated samples spaced 0.25 texels apart
vec2 C0 = UV;
vec2 C1 = UV + InverseP * 0.25;
vec2 C2 = UV + InverseP * 0.50;
vec2 C3 = UV + InverseP * 0.75;
vec4 Cx = vec4(C0.x, C1.x, C2.x, C3.x);
vec4 Cy = vec4(C0.y, C1.y, C2.y, C3.y);
vec3 Texel0 = texture(Source, C0).rgb;
vec3 Texel1 = texture(Source, C1).rgb;
vec3 Texel2 = texture(Source, C2).rgb;
vec3 Texel3 = texture(Source, C3).rgb;
// Calculated the expected time of the sample.
vec4 T = A * Cy * vec4(params.SourceSize.x) * Two + B + Cx;
const vec3 YTransform = vec3(0.299, 0.587, 0.114);
const vec3 ITransform = vec3(0.595716, -0.274453, -0.321263);
const vec3 QTransform = vec3(0.211456, -0.522591, 0.311135);
float Y0 = dot(Texel0, YTransform);
float Y1 = dot(Texel1, YTransform);
float Y2 = dot(Texel2, YTransform);
float Y3 = dot(Texel3, YTransform);
vec4 Y = vec4(Y0, Y1, Y2, Y3);
float I0 = dot(Texel0, ITransform);
float I1 = dot(Texel1, ITransform);
float I2 = dot(Texel2, ITransform);
float I3 = dot(Texel3, ITransform);
vec4 I = vec4(I0, I1, I2, I3);
float Q0 = dot(Texel0, QTransform);
float Q1 = dot(Texel1, QTransform);
float Q2 = dot(Texel2, QTransform);
float Q3 = dot(Texel3, QTransform);
vec4 Q = vec4(Q0, Q1, Q2, Q3);
vec4 W = vec4(Pi2 * CCFrequency * ScanTime);
vec4 Encoded = Y + I * cos(T * W) + Q * sin(T * W);
return (Encoded - MinC) / CRange;
}
vec4 NTSCCodec(vec2 UV)
{
vec2 InverseRes = params.SourceSize.zw;
vec4 YAccum = Zero;
vec4 IAccum = Zero;
vec4 QAccum = Zero;
float QuadXSize = params.SourceSize.x * 4.0;
float TimePerSample = ScanTime / QuadXSize;
// Frequency cutoffs for the individual portions of the signal that we extract.
// Y1 and Y2 are the positive and negative frequency limits of the notch filter on Y.
//
float Fc_y1 = (CCFrequency - NotchHalfWidth) * TimePerSample;
float Fc_y2 = (CCFrequency + NotchHalfWidth) * TimePerSample;
float Fc_y3 = YFrequency * TimePerSample;
float Fc_i = IFrequency * TimePerSample;
float Fc_q = QFrequency * TimePerSample;
float Pi2Length = Pi2 / 82.0;
vec4 NotchOffset = vec4(0.0, 1.0, 2.0, 3.0);
vec4 W = vec4(Pi2 * CCFrequency * ScanTime);
for(float n = -41.0; n < 42.0; n += 4.0)
{
vec4 n4 = n + NotchOffset;
vec4 CoordX = UV.x + InverseRes.x * n4 * 0.25;
vec4 CoordY = vec4(UV.y);
vec2 TexCoord = vec2(CoordX.r, CoordY.r);
vec4 C = CompositeSample(TexCoord) * CRange + MinC;
vec4 WT = W * (CoordX + A * CoordY * Two * params.SourceSize.x + B);
vec4 SincYIn1 = Pi2 * Fc_y1 * n4;
vec4 SincYIn2 = Pi2 * Fc_y2 * n4;
vec4 SincYIn3 = Pi2 * Fc_y3 * n4;
bvec4 notEqual = notEqual(SincYIn1, Zero);
vec4 SincY1 = sin(SincYIn1) / SincYIn1;
vec4 SincY2 = sin(SincYIn2) / SincYIn2;
vec4 SincY3 = sin(SincYIn3) / SincYIn3;
if(SincYIn1.x == 0.0) SincY1.x = 1.0;
if(SincYIn1.y == 0.0) SincY1.y = 1.0;
if(SincYIn1.z == 0.0) SincY1.z = 1.0;
if(SincYIn1.w == 0.0) SincY1.w = 1.0;
if(SincYIn2.x == 0.0) SincY2.x = 1.0;
if(SincYIn2.y == 0.0) SincY2.y = 1.0;
if(SincYIn2.z == 0.0) SincY2.z = 1.0;
if(SincYIn2.w == 0.0) SincY2.w = 1.0;
if(SincYIn3.x == 0.0) SincY3.x = 1.0;
if(SincYIn3.y == 0.0) SincY3.y = 1.0;
if(SincYIn3.z == 0.0) SincY3.z = 1.0;
if(SincYIn3.w == 0.0) SincY3.w = 1.0;
//vec4 IdealY = (2.0 * Fc_y1 * SincY1 - 2.0 * Fc_y2 * SincY2) + 2.0 * Fc_y3 * SincY3;
vec4 IdealY = (2.0 * Fc_y1 * SincY1 - 2.0 * Fc_y2 * SincY2) + 2.0 * Fc_y3 * SincY3;
vec4 FilterY = (0.54 + 0.46 * cos(Pi2Length * n4)) * IdealY;
vec4 SincIIn = Pi2 * Fc_i * n4;
vec4 SincI = sin(SincIIn) / SincIIn;
if (SincIIn.x == 0.0) SincI.x = 1.0;
if (SincIIn.y == 0.0) SincI.y = 1.0;
if (SincIIn.z == 0.0) SincI.z = 1.0;
if (SincIIn.w == 0.0) SincI.w = 1.0;
vec4 IdealI = 2.0 * Fc_i * SincI;
vec4 FilterI = (0.54 + 0.46 * cos(Pi2Length * n4)) * IdealI;
vec4 SincQIn = Pi2 * Fc_q * n4;
vec4 SincQ = sin(SincQIn) / SincQIn;
if (SincQIn.x == 0.0) SincQ.x = 1.0;
if (SincQIn.y == 0.0) SincQ.y = 1.0;
if (SincQIn.z == 0.0) SincQ.z = 1.0;
if (SincQIn.w == 0.0) SincQ.w = 1.0;
vec4 IdealQ = 2.0 * Fc_q * SincQ;
vec4 FilterQ = (0.54 + 0.46 * cos(Pi2Length * n4)) * IdealQ;
YAccum = YAccum + C * FilterY;
IAccum = IAccum + C * cos(WT) * FilterI;
QAccum = QAccum + C * sin(WT) * FilterQ;
}
float Y = YAccum.r + YAccum.g + YAccum.b + YAccum.a;
float I = (IAccum.r + IAccum.g + IAccum.b + IAccum.a) * 2.0;
float Q = (QAccum.r + QAccum.g + QAccum.b + QAccum.a) * 2.0;
vec3 YIQ = vec3(Y, I, Q);
vec3 OutRGB = vec3(dot(YIQ, vec3(1.0, 0.956, 0.621)), dot(YIQ, vec3(1.0, -0.272, -0.647)), dot(YIQ, vec3(1.0, -1.106, 1.703)));
return vec4(OutRGB, 1.0);
}
void main()
{
vec4 OutPixel = NTSCCodec(vTexCoord);
FragColor = vec4(OutPixel);
}