// 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;