#define lerp mix #define NTSC 0 #define PAL 1 // Effect params #define VIDEO_STANDARD PAL #if VIDEO_STANDARD == NTSC const vec2 maxResLuminance = vec2(333.0, 480.0); const vec2 maxResChroma = vec2(40.0, 480.0); #elif VIDEO_STANDARD == PAL const vec2 maxResLuminance = vec2(335.0, 576.0); const vec2 maxResChroma = vec2(40.0, 240.0); #endif const vec2 blurAmount = vec2(0.2, 0.2); // End effect params #define VIDEO_TEXTURE iChannel0 mat3 rgb2yiq = mat3(0.299, 0.596, 0.211, 0.587, -0.274, -0.523, 0.114, -0.322, 0.312); mat3 yiq2rgb = mat3(1, 1, 1, 0.956, -0.272, -1.106, 0.621, -0.647, 1.703); // from http://www.java-gaming.org/index.php?topic=35123.0 vec4 cubic(float v) { vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v; vec4 s = n * n * n; float x = s.x; float y = s.y - 4.0 * s.x; float z = s.z - 4.0 * s.y + 6.0 * s.x; float w = 6.0 - x - y - z; return vec4(x, y, z, w) * (1.0/6.0); } vec4 textureBicubic(sampler2D tex, vec2 texCoords) { vec2 texSize = vec2(textureSize(tex, 0)); vec2 invTexSize = vec2(1.0) / texSize; texCoords = texCoords * texSize - 0.5; vec2 fxy = fract(texCoords); texCoords -= fxy; vec4 xcubic = cubic(fxy.x); vec4 ycubic = cubic(fxy.y); vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy; vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw); vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s; offset *= invTexSize.xxyy; vec4 sample0 = texture(tex, offset.xz); vec4 sample1 = texture(tex, offset.yz); vec4 sample2 = texture(tex, offset.xw); vec4 sample3 = texture(tex, offset.yw); float sx = s.x / (s.x + s.y); float sy = s.z / (s.z + s.w); return mix( mix(sample3, sample2, sx), mix(sample1, sample0, sx) , sy); }