slang-shaders/ntsc/shaders/ntsc-pass2-3phase-gamma.slang
2016-07-12 23:38:02 -05:00

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#include "ntsc-pass2-vertex.inc"
#include "ntsc-decode-filter-3phase.inc"
#include "ntsc-rgbyuv.inc"
#define fetch_offset(offset, one_x) \
texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz
#define NTSC_CRT_GAMMA 2.5
#define NTSC_MONITOR_GAMMA 2.0
#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()
{
#include "ntsc-pass2-decode.inc"
vec3 rgb = yiq2rgb(signal);
return vec4(pow(rgb, NTSC_CRT_GAMMA / NTSC_MONITOR_GAMMA), 1.0);
}