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https://github.com/italicsjenga/slang-shaders.git
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fix(pal): Rename param -> params
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@ -48,7 +48,7 @@ layout(push_constant) uniform Push
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float FIR_GAIN;
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float FIR_INVGAIN;
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float PHASE_NOISE;
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} param;
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} params;
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#pragma parameter FIR_GAIN "FIR lowpass gain" 1.5 0.0 5.0 0.1
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#pragma parameter FIR_INVGAIN "Inverse gain for luma recovery" 1.1 0.0 5.0 0.1
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@ -171,11 +171,11 @@ vec2 modem_uv(vec2 xy, float ofs) {
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vec3 yuv = RGB_to_YUV * rgb;
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float signal = clamp(yuv.x + yuv.y * sinwt + yuv.z * coswt, 0.0, 1.0);
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if (param.PHASE_NOISE != 0)
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if (params.PHASE_NOISE != 0)
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{
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/* .yy is horizontal noise, .xx looks bad, .xy is classic noise */
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vec2 seed = xy.yy * global.FrameCount;
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wt = wt + param.PHASE_NOISE * (rand(seed) - 0.5);
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wt = wt + params.PHASE_NOISE * (rand(seed) - 0.5);
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sinwt = sin(wt);
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coswt = cos(wt + altv);
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}
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@ -195,7 +195,7 @@ void main()
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vec2 filtered = vec2(0.0, 0.0);
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for (int i = 0; i < FIRTAPS; i++) {
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vec2 uv = modem_uv(xy, i - FIRTAPS*0.5);
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filtered += param.FIR_GAIN * uv * FIR[i];
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filtered += params.FIR_GAIN * uv * FIR[i];
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}
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float t = xy.x * global.SourceSize.x;
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@ -204,7 +204,7 @@ void main()
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float sinwt = sin(wt);
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float coswt = cos(wt + altv);
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float luma = modulated(xy, sinwt, coswt) - param.FIR_INVGAIN * (filtered.x * sinwt + filtered.y * coswt);
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float luma = modulated(xy, sinwt, coswt) - params.FIR_INVGAIN * (filtered.x * sinwt + filtered.y * coswt);
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vec3 yuv_result = vec3(luma, filtered.x, filtered.y);
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FragColor = vec4(YUV_to_RGB * yuv_result, 1.0);
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