#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float intensity; } params; #pragma parameter intensity "NTSC Intensity" 1.0 0.0 1.0 0.05 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #include "../../include/colorspace-tools.h" #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec3 color = texture(Source, vTexCoord).rgb; color = mix(color.rgb, NTSCtoSRGB(color.rgb), params.intensity); FragColor = vec4(color, 1.0); }