mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
fix NTSC shader
This commit is contained in:
parent
08433c4564
commit
97106f2185
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@ -16,21 +16,25 @@ layout(std140, set = 0, binding = 0) uniform UBO
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec2 one;
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layout(location = 2) out vec2 pix_no;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vec2 pix_no = TexCoord * global.SourceSize.xy;
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vec2 one = 1.0 / global.SourceSize.xy;
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pix_no = TexCoord * global.SourceSize.xy;
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one = 1.0 / global.SourceSize.xy;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 one;
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layout(location = 2) in vec2 pix_no;
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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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#define TEX(off) pow(texture(Source, vTexCoord + vec2(0.0, (off) * vertex.one.y)).rgb, vec3(NTSC_CRT_GAMMA))
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#define TEX(off) pow(texture(Source, vTexCoord + vec2(0.0, (off) * one.y)).rgb, vec3(NTSC_CRT_GAMMA))
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void main()
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@ -41,7 +45,7 @@ void main()
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vec3 frame3 = TEX(1.0);
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vec3 frame4 = TEX(2.0);
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float offset_dist = fract(vertex.pix_no.y) - 0.5;
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float offset_dist = fract(pix_no.y) - 0.5;
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float dist0 = 2.0 + offset_dist;
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float dist1 = 1.0 + offset_dist;
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float dist2 = 0.0 + offset_dist;
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@ -54,5 +58,5 @@ void main()
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scanline += frame3 * exp(-5.0 * dist3 * dist3);
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scanline += frame4 * exp(-5.0 * dist4 * dist4);
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FragCoord = vec4(pow(1.15 * scanline, vec3(1.0 / NTSC_DISPLAY_GAMMA)), 1.0);
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FragColor = vec4(pow(1.15 * scanline, vec3(1.0 / NTSC_DISPLAY_GAMMA)), 1.0);
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}
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@ -1,11 +1,24 @@
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#include "ntsc-pass1-vertex.inc"
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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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uint FrameCount;
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} global;
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#define TWO_PHASE
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#define COMPOSITE
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#include "ntsc-param.inc"
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#include "ntsc-rgbyuv.inc"
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#include "ntsc-pass1-vertex.inc"
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 pix_no;
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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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@ -1,11 +1,23 @@
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#include "ntsc-pass1-vertex.inc"
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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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uint FrameCount;
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} global;
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#define THREE_PHASE
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#define COMPOSITE
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#include "ntsc-param.inc"
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#include "ntsc-rgbyuv.inc"
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#include "ntsc-pass1-vertex.inc"
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 pix_no;
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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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@ -2,7 +2,7 @@ vec3 col = texture(Source, vTexCoord).rgb;
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vec3 yiq = rgb2yiq(col);
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#if defined(TWO_PHASE)
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float chroma_phase = PI * (mod(vertex.pix_no.y, 2.0) + global.FrameCount);
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float chroma_phase = PI * (mod(pix_no.y, 2.0) + global.FrameCount);
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#elif defined(THREE_PHASE)
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float chroma_phase = 0.6667 * PI * (mod(pix_no.y, 3.0) + global.FrameCount);
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#endif
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@ -15,5 +15,5 @@ float q_mod = sin(mod_phase);
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yiq.yz *= vec2(i_mod, q_mod); // Modulate.
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yiq *= mix_mat; // Cross-talk.
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yiq.yz *= vec2(i_mod, q_mod); // Demodulate.
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FragCoord = vec4(yiq, 1.0);
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FragColor = vec4(yiq, 1.0);
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@ -1,11 +1,23 @@
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#include "ntsc-pass1-vertex.inc"
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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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uint FrameCount;
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} global;
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#define TWO_PHASE
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#define SVIDEO
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#include "ntsc-param.inc"
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#include "ntsc-rgbyuv.inc"
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#include "ntsc-pass1-vertex.inc"
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 pix_no;
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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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@ -1,11 +1,23 @@
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#include "ntsc-pass1-vertex.inc"
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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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uint FrameCount;
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} global;
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#define THREE_PHASE
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#define SVIDEO
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#include "ntsc-param.inc"
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#include "ntsc-rgbyuv.inc"
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#include "ntsc-pass1-vertex.inc"
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 pix_no;
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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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@ -1,21 +1,12 @@
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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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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec2 pix_no;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vec2 pix_no = TexCoord * global.SourceSize.xy * (global.OutputSize / global.SourceSize.zw);
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pix_no = TexCoord * global.SourceSize.xy * (global.OutputSize.xy / global.SourceSize.xy);
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}
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@ -1,6 +1,15 @@
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#include "ntsc-pass2-vertex.inc"
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#include "ntsc-decode-filter-2phase.inc"
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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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#include "ntsc-rgbyuv.inc"
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#include "ntsc-decode-filter-2phase.inc"
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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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@ -8,6 +17,8 @@
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#define NTSC_CRT_GAMMA 2.5
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#define NTSC_MONITOR_GAMMA 2.0
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#include "ntsc-pass2-vertex.inc"
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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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@ -17,5 +28,5 @@ 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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return vec4(pow(rgb, NTSC_CRT_GAMMA / NTSC_MONITOR_GAMMA), 1.0);
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FragColor = vec4(pow(rgb, vec3(NTSC_CRT_GAMMA / NTSC_MONITOR_GAMMA)), 1.0);
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}
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@ -1,11 +1,22 @@
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#include "ntsc-pass2-vertex.inc"
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#include "ntsc-decode-filter-2phase.inc"
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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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#include "ntsc-rgbyuv.inc"
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#include "ntsc-decode-filter-2phase.inc"
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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 2.4
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#include "ntsc-pass2-vertex.inc"
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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@ -16,5 +27,5 @@ 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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return vec4(pow(rgb, NTSC_CRT_GAMMA), 1.0);
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FragColor = vec4(pow(rgb, vec3(NTSC_CRT_GAMMA)), 1.0);
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}
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@ -1,9 +1,20 @@
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#include "ntsc-pass2-vertex.inc"
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#include "ntsc-decode-filter-2phase.inc"
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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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#include "ntsc-rgbyuv.inc"
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#include "ntsc-decode-filter-2phase.inc"
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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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#include "ntsc-pass2-vertex.inc"
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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@ -14,5 +25,5 @@ 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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return vec4(rgb, 1.0);
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FragColor = vec4(rgb, 1.0);
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}
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@ -1,6 +1,15 @@
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#include "ntsc-pass2-vertex.inc"
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#include "ntsc-decode-filter-3phase.inc"
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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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#include "ntsc-rgbyuv.inc"
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#include "ntsc-decode-filter-3phase.inc"
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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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@ -8,6 +17,8 @@
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#define NTSC_CRT_GAMMA 2.5
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#define NTSC_MONITOR_GAMMA 2.0
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#include "ntsc-pass2-vertex.inc"
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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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@ -17,5 +28,5 @@ 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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return vec4(pow(rgb, NTSC_CRT_GAMMA / NTSC_MONITOR_GAMMA), 1.0);
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FragColor = vec4(pow(rgb, vec3(NTSC_CRT_GAMMA / NTSC_MONITOR_GAMMA)), 1.0);
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}
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@ -1,12 +1,23 @@
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#include "ntsc-pass2-vertex.inc"
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#include "ntsc-decode-filter-3phase.inc"
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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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#include "ntsc-rgbyuv.inc"
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#include "ntsc-decode-filter-3phase.inc"
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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 2.4
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#include "ntsc-pass2-vertex.inc"
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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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@ -16,5 +27,5 @@ 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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return vec4(pow(rgb, NTSC_CRT_GAMMA), 1.0);
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FragColor = vec4(pow(rgb, vec3(NTSC_CRT_GAMMA)), 1.0);
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}
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@ -1,10 +1,21 @@
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#include "ntsc-pass2-vertex.inc"
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#include "ntsc-decode-filter-3phase.inc"
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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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#include "ntsc-rgbyuv.inc"
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#include "ntsc-decode-filter-3phase.inc"
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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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#include "ntsc-pass2-vertex.inc"
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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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@ -14,5 +25,5 @@ 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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return vec4(rgb, 1.0);
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FragColor = vec4(rgb, 1.0);
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}
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@ -1,13 +1,3 @@
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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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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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@ -17,4 +7,4 @@ void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord - vec2(0.5 / global.SourceSize.x, 0.0); // Compensate for decimate-by-2.
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}
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}
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@ -27,4 +27,5 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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FragCoord = texture(Source, vTexCoord).rgba;
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FragColor = texture(Source, vTexCoord).rgba;
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}
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