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https://github.com/italicsjenga/slang-shaders.git
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add mame-ntsc
This commit is contained in:
parent
cdd260242e
commit
e1fe670222
9
ntsc/mame-ntsc.slangp
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9
ntsc/mame-ntsc.slangp
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shaders = 2
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shader0 = shaders/mame-ntsc/ntsc-mame-pass0.slang
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scale_type0 = source
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scale0 = 1.0
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shader1 = shaders/mame-ntsc/ntsc-mame-pass1.slang
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scale_type1 = source
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scale1 = 1.0
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132
ntsc/shaders/mame-ntsc/ntsc-mame-pass0.slang
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132
ntsc/shaders/mame-ntsc/ntsc-mame-pass0.slang
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#version 450
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// This is a port of the NTSC encode/decode shader pair in MAME and MESS, modified to use only
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// one pass rather than an encode pass and a decode pass. It accurately emulates the sort of
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// signal decimation one would see when viewing a composite signal, though it could benefit from a
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// pre-pass to re-size the input content to more accurately reflect the actual size that would
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// be incoming from a composite signal source.
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//
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// To encode the composite signal, I convert the RGB value to YIQ, then subsequently evaluate
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// the standard NTSC composite equation. Four composite samples per RGB pixel are generated from
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// the incoming linearly-interpolated texels.
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//
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// The decode pass implements a Fixed Impulse Response (FIR) filter designed by MAME/MESS contributor
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// "austere" in matlab (if memory serves correctly) to mimic the behavior of a standard television set
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// as closely as possible. The filter window is 83 composite samples wide, and there is an additional
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// notch filter pass on the luminance (Y) values in order to strip the color signal from the luminance
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// signal prior to processing.
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//
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// - UltraMoogleMan [8/2/2013]
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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//-----------------------------------------------------------------------------
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// NTSC Pixel Shader
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//-----------------------------------------------------------------------------
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const float AValue = 0.5f;
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const float BValue = 0.5f;
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const float CCValue = 3.5795454f;
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const float OValue = 0.0f;
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const float PValue = 1.0f;
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const float ScanTime = 52.6f;
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const float NotchHalfWidth = 1.0f;
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const float YFreqResponse = 6.0f;
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const float IFreqResponse = 1.2f;
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const float QFreqResponse = 0.6f;
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const float SignalOffset = 0.0f;
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//-----------------------------------------------------------------------------
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// Constants
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//-----------------------------------------------------------------------------
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const float PI = 3.1415927f;
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const float PI2 = 6.2830854f;
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const float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f);
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const float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f);
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const float4 QDot = float4(0.211456f, -0.522591f, 0.311135f, 0.0f);
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const float3 RDot = float3(1.0f, 0.956f, 0.621f);
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const float3 GDot = float3(1.0f, -0.272f, -0.647f);
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const float3 BDot = float3(1.0f, -1.106f, 1.703f);
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const float4 OffsetX = float4(0.0f, 0.25f, 0.50f, 0.75f);
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const float4 NotchOffset = float4(0.0f, 1.0f, 2.0f, 3.0f);
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const int SampleCount = 64;
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const int HalfSampleCount = 32;
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float4 GetCompositeYIQ(sampler2D tex, float2 TexCoord, float2 size)
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{
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float2 PValueSourceTexel = float2(PValue / size.x, 0.0f);
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float2 C0 = TexCoord + PValueSourceTexel * OffsetX.x;
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float2 C1 = TexCoord + PValueSourceTexel * OffsetX.y;
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float2 C2 = TexCoord + PValueSourceTexel * OffsetX.z;
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float2 C3 = TexCoord + PValueSourceTexel * OffsetX.w;
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float4 Cx = float4(C0.x, C1.x, C2.x, C3.x);
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float4 Cy = float4(C0.y, C1.y, C2.y, C3.y);
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float4 Texel0 = texture(tex, C0);
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float4 Texel1 = texture(tex, C1);
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float4 Texel2 = texture(tex, C2);
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float4 Texel3 = texture(tex, C3);
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float4 HPosition = Cx;
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float4 VPosition = Cy;
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float4 Y = float4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot));
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float4 I = float4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot));
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float4 Q = float4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot));
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float W = PI2 * CCValue * ScanTime;
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float WoPI = W / PI;
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float HOffset = (BValue + SignalOffset) / WoPI;
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float VScale = (AValue * size.y) / WoPI;
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float4 T = HPosition + HOffset + VPosition * VScale;
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float4 TW = T * W;
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float4 CompositeYIQ = Y + I * cos(TW) + Q * sin(TW);
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return CompositeYIQ;
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}
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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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} 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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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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}
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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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FragColor = GetCompositeYIQ(Source, vTexCoord, params.SourceSize.xy);
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}
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180
ntsc/shaders/mame-ntsc/ntsc-mame-pass1.slang
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180
ntsc/shaders/mame-ntsc/ntsc-mame-pass1.slang
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@ -0,0 +1,180 @@
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#version 450
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// This is a port of the NTSC encode/decode shader pair in MAME and MESS, modified to use only
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// one pass rather than an encode pass and a decode pass. It accurately emulates the sort of
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// signal decimation one would see when viewing a composite signal, though it could benefit from a
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// pre-pass to re-size the input content to more accurately reflect the actual size that would
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// be incoming from a composite signal source.
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//
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// To encode the composite signal, I convert the RGB value to YIQ, then subsequently evaluate
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// the standard NTSC composite equation. Four composite samples per RGB pixel are generated from
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// the incoming linearly-interpolated texels.
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//
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// The decode pass implements a Fixed Impulse Response (FIR) filter designed by MAME/MESS contributor
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// "austere" in matlab (if memory serves correctly) to mimic the behavior of a standard television set
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// as closely as possible. The filter window is 83 composite samples wide, and there is an additional
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// notch filter pass on the luminance (Y) values in order to strip the color signal from the luminance
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// signal prior to processing.
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//
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// - UltraMoogleMan [8/2/2013]
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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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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} global;
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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//-----------------------------------------------------------------------------
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// NTSC Pixel Shader
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//-----------------------------------------------------------------------------
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const float AValue = 0.5f;
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const float BValue = 0.5f;
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const float CCValue = 3.5795454f;
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const float OValue = 0.0f;
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const float PValue = 1.0f;
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const float ScanTime = 52.6f;
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const float NotchHalfWidth = 1.0f;
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const float YFreqResponse = 6.0f;
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const float IFreqResponse = 1.2f;
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const float QFreqResponse = 0.6f;
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const float SignalOffset = 0.0f;
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//-----------------------------------------------------------------------------
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// Constants
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//-----------------------------------------------------------------------------
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const float PI = 3.1415927f;
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const float PI2 = 6.2830854f;
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const float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f);
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const float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f);
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const float4 QDot = float4(0.211456f, -0.522591f, 0.311135f, 0.0f);
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const float3 RDot = float3(1.0f, 0.956f, 0.621f);
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const float3 GDot = float3(1.0f, -0.272f, -0.647f);
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const float3 BDot = float3(1.0f, -1.106f, 1.703f);
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const float4 OffsetX = float4(0.0f, 0.25f, 0.50f, 0.75f);
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const float4 NotchOffset = float4(0.0f, 1.0f, 2.0f, 3.0f);
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const int SampleCount = 64;
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const int HalfSampleCount = 32;
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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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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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}
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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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layout(set = 0, binding = 3) uniform sampler2D Original;
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void main()
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{
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float4 BaseTexel = texture(Original, vTexCoord);
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vec2 size = params.SourceSize.xy;//(params.SourceSize.y > 400.0) ? params.SourceSize.xy : params.SourceSize.xy * vec2(1.0, 0.5);
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float TimePerSample = ScanTime / (size.x * 4.0f);
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float Fc_y1 = (CCValue - NotchHalfWidth) * TimePerSample;
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float Fc_y2 = (CCValue + NotchHalfWidth) * TimePerSample;
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float Fc_y3 = YFreqResponse * TimePerSample;
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float Fc_i = IFreqResponse * TimePerSample;
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float Fc_q = QFreqResponse * TimePerSample;
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float Fc_i_2 = Fc_i * 2.0f;
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float Fc_q_2 = Fc_q * 2.0f;
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float Fc_y1_2 = Fc_y1 * 2.0f;
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float Fc_y2_2 = Fc_y2 * 2.0f;
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float Fc_y3_2 = Fc_y3 * 2.0f;
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float Fc_i_pi2 = Fc_i * PI2;
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float Fc_q_pi2 = Fc_q * PI2;
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float Fc_y1_pi2 = Fc_y1 * PI2;
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float Fc_y2_pi2 = Fc_y2 * PI2;
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float Fc_y3_pi2 = Fc_y3 * PI2;
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float PI2Length = PI2 / SampleCount;
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float W = PI2 * CCValue * ScanTime;
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float WoPI = W / PI;
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float HOffset = (BValue + SignalOffset) / WoPI;
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float VScale = (AValue * size.y) / WoPI;
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float4 YAccum = vec4(0.0);
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float4 IAccum = vec4(0.0);
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float4 QAccum = vec4(0.0);
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float4 Cy = vec4(vTexCoord.y);
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float4 VPosition = Cy;
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for (float i = 0; i < SampleCount; i += 4.0f)
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{
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float n = i - HalfSampleCount;
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float4 n4 = n + NotchOffset;
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float4 Cx = vTexCoord.x + (n4 * 0.25f) / size.x;
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float4 HPosition = Cx;
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float4 C = texture(Source, float2(Cx.r, Cy.r));
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float4 T = HPosition + HOffset + VPosition * VScale;
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float4 WT = W * T + OValue;
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float4 SincKernel = 0.54f + 0.46f * cos(PI2Length * n4);
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float4 SincYIn1 = Fc_y1_pi2 * n4;
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float4 SincYIn2 = Fc_y2_pi2 * n4;
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float4 SincYIn3 = Fc_y3_pi2 * n4;
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float4 SincIIn = Fc_i_pi2 * n4;
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float4 SincQIn = Fc_q_pi2 * n4;
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float4 SincY1 = (notEqual(SincYIn1 , vec4(0.0)) == bvec4(true)) ? sin(SincYIn1) / SincYIn1 : vec4(0.5);
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float4 SincY2 = (notEqual(SincYIn2 , vec4(0.0)) == bvec4(true)) ? sin(SincYIn2) / SincYIn2 : vec4(0.5);
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float4 SincY3 = (notEqual(SincYIn3 , vec4(0.0)) == bvec4(true)) ? sin(SincYIn3) / SincYIn3 : vec4(0.5);
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float4 IdealY = (Fc_y1_2 * SincY1 - Fc_y2_2 * SincY2) + Fc_y3_2 * SincY3;
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float4 IdealI = Fc_i_2 * ((notEqual(SincIIn , vec4(0.0)) == bvec4(true)) ? sin(SincIIn) / SincIIn : vec4(0.5));
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float4 IdealQ = Fc_q_2 * ((notEqual(SincQIn , vec4(0.0)) == bvec4(true)) ? sin(SincQIn) / SincQIn : vec4(0.5));
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float4 FilterY = SincKernel * IdealY;
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float4 FilterI = SincKernel * IdealI;
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float4 FilterQ = SincKernel * IdealQ;
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YAccum = YAccum + C * FilterY;
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IAccum = IAccum + C * cos(WT) * FilterI;
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QAccum = QAccum + C * sin(WT) * FilterQ;
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}
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float3 YIQ = float3(
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(YAccum.r + YAccum.g + YAccum.b + YAccum.a),
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(IAccum.r + IAccum.g + IAccum.b + IAccum.a) * 2.0f,
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(QAccum.r + QAccum.g + QAccum.b + QAccum.a) * 2.0f);
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float3 RGB = float3(
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dot(YIQ, RDot),
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dot(YIQ, GDot),
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dot(YIQ, BDot));
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FragColor = vec4(RGB, BaseTexel.a);
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}
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