add manual maister ntsc conversion

This commit is contained in:
hunterk 2017-03-03 10:49:51 -06:00
parent 89c5e1ed3b
commit 0e98e58d67
22 changed files with 3826 additions and 0 deletions

View File

@ -0,0 +1,26 @@
shaders = 4
shader0 = shaders/ntsc-pass1-composite-3phase.glsl
shader1 = shaders/ntsc-pass2-3phase.glsl
shader2 = shaders/ntsc-gauss-pass.glsl
shader3 = shaders/ntsc-stock.glsl
filter_linear0 = false
filter_linear1 = false
filter_linear2 = false
filter_linear3 = true
scale_type_x0 = absolute
scale_type_y0 = source
scale_x0 = 1024
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0
scale_type_x2 = source
scale_type_y2 = viewport
scale2 = 1.0

View File

@ -0,0 +1,26 @@
shaders = 4
shader0 = shaders/ntsc-pass1-svideo-3phase.glsl
shader1 = shaders/ntsc-pass2-3phase.glsl
shader2 = shaders/ntsc-gauss-pass.glsl
shader3 = shaders/ntsc-stock.glsl
filter_linear0 = false
filter_linear1 = false
filter_linear2 = false
filter_linear3 = true
scale_type_x0 = absolute
scale_type_y0 = source
scale_x0 = 1024
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0
scale_type_x2 = source
scale_type_y2 = viewport
scale2 = 1.0

View File

@ -0,0 +1,18 @@
shaders = 2
shader0 = shaders/ntsc-pass1-svideo-3phase.glsl
shader1 = shaders/ntsc-pass2-3phase-gamma.glsl
filter_linear0 = false
filter_linear1 = false
scale_type_x0 = absolute
scale_type_y0 = source
scale_x0 = 1024
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0

18
ntsc/ntsc-256px.glslp Normal file
View File

@ -0,0 +1,18 @@
shaders = 2
shader0 = shaders/ntsc-pass1-composite-3phase.glsl
shader1 = shaders/ntsc-pass2-3phase-gamma.glsl
filter_linear0 = false
filter_linear1 = false
scale_type_x0 = absolute
scale_type_y0 = source
scale_x0 = 1024
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0

View File

@ -0,0 +1,26 @@
shaders = 4
shader0 = shaders/ntsc-pass1-composite-2phase.glsl
shader1 = shaders/ntsc-pass2-2phase.glsl
shader2 = shaders/ntsc-gauss-pass.glsl
shader3 = shaders/ntsc-stock.glsl
filter_linear0 = false
filter_linear1 = false
filter_linear2 = false
filter_linear3 = true
scale_type_x0 = absolute
scale_type_y0 = source
scale_x0 = 1280
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0
scale_type_x2 = source
scale_type_y2 = viewport
scale2 = 1.0

View File

@ -0,0 +1,26 @@
shaders = 4
shader0 = shaders/ntsc-pass1-svideo-2phase.glsl
shader1 = shaders/ntsc-pass2-2phase.glsl
shader2 = shaders/ntsc-gauss-pass.glsl
shader3 = shaders/ntsc-stock.glsl
filter_linear0 = false
filter_linear1 = false
filter_linear2 = false
filter_linear3 = true
scale_type_x0 = absolute
scale_type_y0 = source
scale_x0 = 1280
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0
scale_type_x2 = source
scale_type_y2 = viewport
scale2 = 1.0

View File

@ -0,0 +1,18 @@
shaders = 2
shader0 = shaders/ntsc-pass1-svideo-2phase.glsl
shader1 = shaders/ntsc-pass2-2phase-gamma.glsl
filter_linear0 = false
filter_linear1 = false
scale_type_x0 = absolute
scale_type_y0 = source
scale_x0 = 1280
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0

18
ntsc/ntsc-320px.glslp Normal file
View File

@ -0,0 +1,18 @@
shaders = 2
shader0 = shaders/ntsc-pass1-composite-2phase.glsl
shader1 = shaders/ntsc-pass2-2phase-gamma.glsl
filter_linear0 = false
filter_linear1 = false
scale_type_x0 = absolute
scale_type_y0 = source
scale_x0 = 1280
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0

25
ntsc/ntsc-svideo.glslp Normal file
View File

@ -0,0 +1,25 @@
shaders = 4
shader0 = shaders/ntsc-pass1-composite-3phase.glsl
shader1 = shaders/ntsc-pass2-3phase.glsl
shader2 = shaders/ntsc-gauss-pass.glsl
shader3 = shaders/ntsc-stock.glsl
filter_linear0 = false
filter_linear1 = false
filter_linear2 = false
filter_linear3 = true
scale_type0 = source
scale_x0 = 4.0
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0
scale_type_x2 = source
scale_type_y2 = viewport
scale2 = 1.0

25
ntsc/ntsc.glslp Normal file
View File

@ -0,0 +1,25 @@
shaders = 4
shader0 = shaders/ntsc-pass1-composite-3phase.glsl
shader1 = shaders/ntsc-pass2-3phase.glsl
shader2 = shaders/ntsc-gauss-pass.glsl
shader3 = shaders/ntsc-stock.glsl
filter_linear0 = false
filter_linear1 = false
filter_linear2 = false
filter_linear3 = true
scale_type0 = source
scale_x0 = 4.0
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0
scale_type_x2 = source
scale_type_y2 = viewport
scale2 = 1.0

View File

@ -0,0 +1,132 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
// Parameter lines go here:
#pragma parameter NTSC_CRT_GAMMA "NTSC CRT Gamma" 2.5 0.0 10.0 0.1
#pragma parameter NTSC_DISPLAY_GAMMA "NTSC Display Gamma" 2.1 0.0 10.0 0.1
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float NTSC_CRT_GAMMA;
uniform COMPAT_PRECISION float NTSC_DISPLAY_GAMMA;
#else
#define NTSC_CRT_GAMMA 2.5
#define NTSC_DISPLAY_GAMMA 2.1
#endif
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 one;
COMPAT_VARYING vec2 pix_no;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// vertex compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
pix_no = vTexCoord * SourceSize.xy;
one = 1.0 / SourceSize.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 one;
COMPAT_VARYING vec2 pix_no;
// fragment compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
#define TEX(off) pow(texture(Source, vTexCoord + vec2(0.0, (off) * one.y)).rgb, vec3(NTSC_CRT_GAMMA))
void main()
{
vec3 frame0 = TEX(-2.0);
vec3 frame1 = TEX(-1.0);
vec3 frame2 = TEX(0.0);
vec3 frame3 = TEX(1.0);
vec3 frame4 = TEX(2.0);
float offset_dist = fract(pix_no.y) - 0.5;
float dist0 = 2.0 + offset_dist;
float dist1 = 1.0 + offset_dist;
float dist2 = 0.0 + offset_dist;
float dist3 = -1.0 + offset_dist;
float dist4 = -2.0 + offset_dist;
vec3 scanline = frame0 * exp(-5.0 * dist0 * dist0);
scanline += frame1 * exp(-5.0 * dist1 * dist1);
scanline += frame2 * exp(-5.0 * dist2 * dist2);
scanline += frame3 * exp(-5.0 * dist3 * dist3);
scanline += frame4 * exp(-5.0 * dist4 * dist4);
FragColor = vec4(pow(1.15 * scanline, vec3(1.0 / NTSC_DISPLAY_GAMMA)), 1.0);
}
#endif

View File

@ -0,0 +1,174 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#define TWO_PHASE
#define COMPOSITE
// begin params
#define PI 3.14159265
#if defined(TWO_PHASE)
#define CHROMA_MOD_FREQ (4.0 * PI / 15.0)
#elif defined(THREE_PHASE)
#define CHROMA_MOD_FREQ (PI / 3.0)
#endif
#if defined(COMPOSITE)
#define SATURATION 1.0
#define BRIGHTNESS 1.0
#define ARTIFACTING 1.0
#define FRINGING 1.0
#elif defined(SVIDEO)
#define SATURATION 1.0
#define BRIGHTNESS 1.0
#define ARTIFACTING 0.0
#define FRINGING 0.0
#endif
#if defined(COMPOSITE) || defined(SVIDEO)
mat3 mix_mat = mat3(
BRIGHTNESS, FRINGING, FRINGING,
ARTIFACTING, 2.0 * SATURATION, 0.0,
ARTIFACTING, 0.0, 2.0 * SATURATION
);
#endif
// end params
// begin ntsc-rgbyuv
mat3 yiq2rgb_mat = mat3(
1.0, 1.0, 1.0,
0.956, -0.2720, -1.1060,
0.6210, -0.6474, 1.7046
);
vec3 yiq2rgb(vec3 yiq)
{
return (yiq * yiq2rgb_mat);
}
mat3 yiq_mat = mat3(
0.2989, 0.5959, 0.2115,
0.5870, -0.2744, -0.5229,
0.1140, -0.3216, 0.3114
);
vec3 rgb2yiq(vec3 col)
{
return (col * yiq_mat);
}
// end ntsc-rgbyuv
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 pix_no;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// vertex compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
pix_no = vTexCoord * SourceSize.xy * (OutputSize.xy / InputSize.xy);
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 pix_no;
// fragment compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
// delete all 'params.' or 'registers.' or whatever in the fragment
void main()
{
//#ifdef ntsc-pass1-demodulate-encode
vec3 col = texture(Source, vTexCoord).rgb;
vec3 yiq = rgb2yiq(col);
#if defined(TWO_PHASE)
float chroma_phase = PI * (mod(pix_no.y, 2.0) + FrameCount);
#elif defined(THREE_PHASE)
float chroma_phase = 0.6667 * PI * (mod(pix_no.y, 3.0) + FrameCount);
#endif
float mod_phase = chroma_phase + pix_no.x * CHROMA_MOD_FREQ;
float i_mod = cos(mod_phase);
float q_mod = sin(mod_phase);
yiq.yz *= vec2(i_mod, q_mod); // Modulate.
yiq *= mix_mat; // Cross-talk.
yiq.yz *= vec2(i_mod, q_mod); // Demodulate.
FragColor = vec4(yiq, 1.0);
//#endif
}
#endif

View File

@ -0,0 +1,174 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#define THREE_PHASE
#define COMPOSITE
// begin params
#define PI 3.14159265
#if defined(TWO_PHASE)
#define CHROMA_MOD_FREQ (4.0 * PI / 15.0)
#elif defined(THREE_PHASE)
#define CHROMA_MOD_FREQ (PI / 3.0)
#endif
#if defined(COMPOSITE)
#define SATURATION 1.0
#define BRIGHTNESS 1.0
#define ARTIFACTING 1.0
#define FRINGING 1.0
#elif defined(SVIDEO)
#define SATURATION 1.0
#define BRIGHTNESS 1.0
#define ARTIFACTING 0.0
#define FRINGING 0.0
#endif
#if defined(COMPOSITE) || defined(SVIDEO)
mat3 mix_mat = mat3(
BRIGHTNESS, FRINGING, FRINGING,
ARTIFACTING, 2.0 * SATURATION, 0.0,
ARTIFACTING, 0.0, 2.0 * SATURATION
);
#endif
// end params
// begin ntsc-rgbyuv
mat3 yiq2rgb_mat = mat3(
1.0, 1.0, 1.0,
0.956, -0.2720, -1.1060,
0.6210, -0.6474, 1.7046
);
vec3 yiq2rgb(vec3 yiq)
{
return (yiq * yiq2rgb_mat);
}
mat3 yiq_mat = mat3(
0.2989, 0.5959, 0.2115,
0.5870, -0.2744, -0.5229,
0.1140, -0.3216, 0.3114
);
vec3 rgb2yiq(vec3 col)
{
return (col * yiq_mat);
}
// end ntsc-rgbyuv
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 pix_no;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// vertex compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
pix_no = vTexCoord * SourceSize.xy * (OutputSize.xy / InputSize.xy);
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 pix_no;
// fragment compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
// delete all 'params.' or 'registers.' or whatever in the fragment
void main()
{
//#ifdef ntsc-pass1-demodulate-encode
vec3 col = texture(Source, vTexCoord).rgb;
vec3 yiq = rgb2yiq(col);
#if defined(TWO_PHASE)
float chroma_phase = PI * (mod(pix_no.y, 2.0) + FrameCount);
#elif defined(THREE_PHASE)
float chroma_phase = 0.6667 * PI * (mod(pix_no.y, 3.0) + FrameCount);
#endif
float mod_phase = chroma_phase + pix_no.x * CHROMA_MOD_FREQ;
float i_mod = cos(mod_phase);
float q_mod = sin(mod_phase);
yiq.yz *= vec2(i_mod, q_mod); // Modulate.
yiq *= mix_mat; // Cross-talk.
yiq.yz *= vec2(i_mod, q_mod); // Demodulate.
FragColor = vec4(yiq, 1.0);
//#endif
}
#endif

View File

@ -0,0 +1,174 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#define TWO_PHASE
#define SVIDEO
// begin params
#define PI 3.14159265
#if defined(TWO_PHASE)
#define CHROMA_MOD_FREQ (4.0 * PI / 15.0)
#elif defined(THREE_PHASE)
#define CHROMA_MOD_FREQ (PI / 3.0)
#endif
#if defined(COMPOSITE)
#define SATURATION 1.0
#define BRIGHTNESS 1.0
#define ARTIFACTING 1.0
#define FRINGING 1.0
#elif defined(SVIDEO)
#define SATURATION 1.0
#define BRIGHTNESS 1.0
#define ARTIFACTING 0.0
#define FRINGING 0.0
#endif
#if defined(COMPOSITE) || defined(SVIDEO)
mat3 mix_mat = mat3(
BRIGHTNESS, FRINGING, FRINGING,
ARTIFACTING, 2.0 * SATURATION, 0.0,
ARTIFACTING, 0.0, 2.0 * SATURATION
);
#endif
// end params
// begin ntsc-rgbyuv
mat3 yiq2rgb_mat = mat3(
1.0, 1.0, 1.0,
0.956, -0.2720, -1.1060,
0.6210, -0.6474, 1.7046
);
vec3 yiq2rgb(vec3 yiq)
{
return (yiq * yiq2rgb_mat);
}
mat3 yiq_mat = mat3(
0.2989, 0.5959, 0.2115,
0.5870, -0.2744, -0.5229,
0.1140, -0.3216, 0.3114
);
vec3 rgb2yiq(vec3 col)
{
return (col * yiq_mat);
}
// end ntsc-rgbyuv
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 pix_no;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// vertex compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
pix_no = vTexCoord * SourceSize.xy * (OutputSize.xy / InputSize.xy);
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 pix_no;
// fragment compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
// delete all 'params.' or 'registers.' or whatever in the fragment
void main()
{
//#ifdef ntsc-pass1-demodulate-encode
vec3 col = texture(Source, vTexCoord).rgb;
vec3 yiq = rgb2yiq(col);
#if defined(TWO_PHASE)
float chroma_phase = PI * (mod(pix_no.y, 2.0) + FrameCount);
#elif defined(THREE_PHASE)
float chroma_phase = 0.6667 * PI * (mod(pix_no.y, 3.0) + FrameCount);
#endif
float mod_phase = chroma_phase + pix_no.x * CHROMA_MOD_FREQ;
float i_mod = cos(mod_phase);
float q_mod = sin(mod_phase);
yiq.yz *= vec2(i_mod, q_mod); // Modulate.
yiq *= mix_mat; // Cross-talk.
yiq.yz *= vec2(i_mod, q_mod); // Demodulate.
FragColor = vec4(yiq, 1.0);
//#endif
}
#endif

View File

@ -0,0 +1,174 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#define THREE_PHASE
#define SVIDEO
// begin params
#define PI 3.14159265
#if defined(TWO_PHASE)
#define CHROMA_MOD_FREQ (4.0 * PI / 15.0)
#elif defined(THREE_PHASE)
#define CHROMA_MOD_FREQ (PI / 3.0)
#endif
#if defined(COMPOSITE)
#define SATURATION 1.0
#define BRIGHTNESS 1.0
#define ARTIFACTING 1.0
#define FRINGING 1.0
#elif defined(SVIDEO)
#define SATURATION 1.0
#define BRIGHTNESS 1.0
#define ARTIFACTING 0.0
#define FRINGING 0.0
#endif
#if defined(COMPOSITE) || defined(SVIDEO)
mat3 mix_mat = mat3(
BRIGHTNESS, FRINGING, FRINGING,
ARTIFACTING, 2.0 * SATURATION, 0.0,
ARTIFACTING, 0.0, 2.0 * SATURATION
);
#endif
// end params
// begin ntsc-rgbyuv
mat3 yiq2rgb_mat = mat3(
1.0, 1.0, 1.0,
0.956, -0.2720, -1.1060,
0.6210, -0.6474, 1.7046
);
vec3 yiq2rgb(vec3 yiq)
{
return (yiq * yiq2rgb_mat);
}
mat3 yiq_mat = mat3(
0.2989, 0.5959, 0.2115,
0.5870, -0.2744, -0.5229,
0.1140, -0.3216, 0.3114
);
vec3 rgb2yiq(vec3 col)
{
return (col * yiq_mat);
}
// end ntsc-rgbyuv
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 pix_no;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// vertex compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
pix_no = vTexCoord * SourceSize.xy * (OutputSize.xy / InputSize.xy);
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 pix_no;
// fragment compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
// delete all 'params.' or 'registers.' or whatever in the fragment
void main()
{
//#ifdef ntsc-pass1-demodulate-encode
vec3 col = texture(Source, vTexCoord).rgb;
vec3 yiq = rgb2yiq(col);
#if defined(TWO_PHASE)
float chroma_phase = PI * (mod(pix_no.y, 2.0) + FrameCount);
#elif defined(THREE_PHASE)
float chroma_phase = 0.6667 * PI * (mod(pix_no.y, 3.0) + FrameCount);
#endif
float mod_phase = chroma_phase + pix_no.x * CHROMA_MOD_FREQ;
float i_mod = cos(mod_phase);
float q_mod = sin(mod_phase);
yiq.yz *= vec2(i_mod, q_mod); // Modulate.
yiq *= mix_mat; // Cross-talk.
yiq.yz *= vec2(i_mod, q_mod); // Demodulate.
FragColor = vec4(yiq, 1.0);
//#endif
}
#endif

View File

@ -0,0 +1,485 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#define NTSC_CRT_GAMMA 2.5
#define NTSC_MONITOR_GAMMA 2.0
// begin ntsc-rgbyuv
mat3 yiq2rgb_mat = mat3(
1.0, 1.0, 1.0,
0.956, -0.2720, -1.1060,
0.6210, -0.6474, 1.7046
);
vec3 yiq2rgb(vec3 yiq)
{
return (yiq * yiq2rgb_mat);
}
mat3 yiq_mat = mat3(
0.2989, 0.5959, 0.2115,
0.5870, -0.2744, -0.5229,
0.1140, -0.3216, 0.3114
);
vec3 rgb2yiq(vec3 col)
{
return (col * yiq_mat);
}
// end ntsc-rgbyuv
#define test
// begin ntsc-decode-filter-3phase
#ifdef test//GL_ES
float luma_filter1 = -0.000174844;
float luma_filter2 = -0.000205844;
float luma_filter3 = -0.000149453;
float luma_filter4 = -0.000051693;
float luma_filter5 = 0.000000000;
float luma_filter6 = -0.000066171;
float luma_filter7 = -0.000245058;
float luma_filter8 = -0.000432928;
float luma_filter9 = -0.000472644;
float luma_filter10 = -0.000252236;
float luma_filter11 = 0.000198929;
float luma_filter12 = 0.000687058;
float luma_filter13 = 0.000944112;
float luma_filter14 = 0.000803467;
float luma_filter15 = 0.000363199;
float luma_filter16 = 0.000013422;
float luma_filter17 = 0.000253402;
float luma_filter18 = 0.001339461;
float luma_filter19 = 0.002932972;
float luma_filter20 = 0.003983485;
float luma_filter21 = 0.00302668;
float luma_filter22 = -0.001102056;
float luma_filter23 = -0.008373026;
float luma_filter24 = -0.016897700;
float luma_filter25 = -0.022914480;
float luma_filter26 = -0.021642347;
float luma_filter27 = -0.008863273;
float luma_filter28 = 0.017271957;
float luma_filter29 = 0.054921920;
float luma_filter30 = 0.098342579;
float luma_filter31 = 0.139044281;
float luma_filter32 = 0.168055832;
float luma_filter33 = 0.178571429;
float chroma_filter1 = 0.001384762;
float chroma_filter2 = 0.001678312;
float chroma_filter3 = 0.002021715;
float chroma_filter4 = 0.002420562;
float chroma_filter5 = 0.002880460;
float chroma_filter6 = 0.003406879;
float chroma_filter7 = 0.004004985;
float chroma_filter8 = 0.004679445;
float chroma_filter9 = 0.005434218;
float chroma_filter10 = 0.006272332;
float chroma_filter11 = 0.007195654;
float chroma_filter12 = 0.008204665;
float chroma_filter13 = 0.009298238;
float chroma_filter14 = 0.010473450;
float chroma_filter15 = 0.011725413;
float chroma_filter16 = 0.013047155;
float chroma_filter17 = 0.014429548;
float chroma_filter18 = 0.015861306;
float chroma_filter19 = 0.017329037;
float chroma_filter20 = 0.018817382;
float chroma_filter21 = 0.020309220;
float chroma_filter22 = 0.021785952;
float chroma_filter23 = 0.023227857;
float chroma_filter24 = 0.024614500;
float chroma_filter25 = 0.025925203;
float chroma_filter26 = 0.027139546;
float chroma_filter27 = 0.028237893;
float chroma_filter28 = 0.029201910;
float chroma_filter29 = 0.030015081;
float chroma_filter30 = 0.030663170;
float chroma_filter31 = 0.031134640;
float chroma_filter32 = 0.031420995;
float chroma_filter33 = 0.031517031;
#else
#define TAPS 32
const float luma_filter[TAPS + 1] = float[TAPS + 1](
-0.000174844,
-0.000205844,
-0.000149453,
-0.000051693,
0.000000000,
-0.000066171,
-0.000245058,
-0.000432928,
-0.000472644,
-0.000252236,
0.000198929,
0.000687058,
0.000944112,
0.000803467,
0.000363199,
0.000013422,
0.000253402,
0.001339461,
0.002932972,
0.003983485,
0.003026683,
-0.001102056,
-0.008373026,
-0.016897700,
-0.022914480,
-0.021642347,
-0.008863273,
0.017271957,
0.054921920,
0.098342579,
0.139044281,
0.168055832,
0.178571429);
const float chroma_filter[TAPS + 1] = float[TAPS + 1](
0.001384762,
0.001678312,
0.002021715,
0.002420562,
0.002880460,
0.003406879,
0.004004985,
0.004679445,
0.005434218,
0.006272332,
0.007195654,
0.008204665,
0.009298238,
0.010473450,
0.011725413,
0.013047155,
0.014429548,
0.015861306,
0.017329037,
0.018817382,
0.020309220,
0.021785952,
0.023227857,
0.024614500,
0.025925203,
0.027139546,
0.028237893,
0.029201910,
0.030015081,
0.030663170,
0.031134640,
0.031420995,
0.031517031);
#endif
// end ntsc-decode-filter-3phase
#define fetch_offset(offset, one_x) \
texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
// out variables go here as COMPAT_VARYING whatever
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// vertex compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord - vec2(0.5 / SourceSize.x, 0.0); // Compensate for decimate-by-2.
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// in variables go here as COMPAT_VARYING whatever
// fragment compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
// begin ntsc-pass2-decode
float one_x = 1.0 / SourceSize.x;
vec3 signal = vec3(0.0);
#ifdef test//GL_ES
float offset;
vec3 sums;
// unrolling the loopz
// TAP = 1
offset = 0.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter1, chroma_filter1, chroma_filter1);
// TAP = 2
offset = 1.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter2, chroma_filter2, chroma_filter2);
// TAP = 3
offset = 2.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter3, chroma_filter3, chroma_filter3);
// TAP = 4
offset = 3.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter4, chroma_filter4, chroma_filter4);
// TAP = 5
offset = 4.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter5, chroma_filter5, chroma_filter5);
// TAP = 6
offset = 5.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter6, chroma_filter6, chroma_filter6);
// TAP = 7
offset = 6.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter7, chroma_filter7, chroma_filter7);
// TAP = 8
offset = 7.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter8, chroma_filter8, chroma_filter8);
// TAP = 9
offset = 8.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter9, chroma_filter9, chroma_filter9);
// TAP = 10
offset = 9.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter10, chroma_filter10, chroma_filter10);
// TAP = 11
offset = 10.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter11, chroma_filter11, chroma_filter11);
// TAP = 12
offset = 11.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter12, chroma_filter12, chroma_filter12);
// TAP = 13
offset = 12.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter13, chroma_filter13, chroma_filter13);
// TAP = 14
offset = 13.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter14, chroma_filter14, chroma_filter14);
// TAP = 15
offset = 14.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter15, chroma_filter15, chroma_filter15);
// TAP = 16
offset = 15.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter16, chroma_filter16, chroma_filter16);
// TAP = 17
offset = 16.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter17, chroma_filter17, chroma_filter17);
// TAP = 18
offset = 17.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter18, chroma_filter18, chroma_filter18);
// TAP = 19
offset = 18.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter19, chroma_filter19, chroma_filter19);
// TAP = 20
offset = 19.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter20, chroma_filter20, chroma_filter20);
// TAP = 21
offset = 20.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter21, chroma_filter21, chroma_filter21);
// TAP = 22
offset = 21.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter22, chroma_filter22, chroma_filter22);
// TAP = 23
offset = 22.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter23, chroma_filter23, chroma_filter23);
// TAP = 24
offset = 23.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter24, chroma_filter24, chroma_filter24);
// TAP = 25
offset = 32.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter25, chroma_filter25, chroma_filter25);
// TAP = 26
offset = 25.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter26, chroma_filter26, chroma_filter26);
// TAP = 27
offset = 26.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter27, chroma_filter27, chroma_filter27);
// TAP = 28
offset = 27.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter28, chroma_filter28, chroma_filter28);
// TAP = 29
offset = 28.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter29, chroma_filter29, chroma_filter29);
// TAP = 30
offset = 29.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter30, chroma_filter30, chroma_filter30);
// TAP = 31
offset = 30.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter31, chroma_filter31, chroma_filter31);
// TAP = 32
offset = 31.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter32, chroma_filter32, chroma_filter32);
signal += COMPAT_TEXTURE(Texture, TEX0.xy).xyz *
vec3(luma_filter33, chroma_filter33, chroma_filter33);
#else
for (int i = 0; i < TAPS; i++)
{
float offset = float(i);
vec3 sums = fetch_offset(offset - float(TAPS), one_x) +
fetch_offset(float(TAPS) - offset, one_x);
signal += sums * vec3(luma_filter[i], chroma_filter[i], chroma_filter[i]);
}
signal += texture(Source, vTexCoord).xyz *
vec3(luma_filter[TAPS], chroma_filter[TAPS], chroma_filter[TAPS]);
#endif
// end ntsc-pass2-decode
vec3 rgb = yiq2rgb(signal);
FragColor = vec4(pow(rgb, vec3(NTSC_CRT_GAMMA / NTSC_MONITOR_GAMMA)), 1.0);
}
#endif

View File

@ -0,0 +1,484 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#define NTSC_CRT_GAMMA 2.4
// begin ntsc-rgbyuv
mat3 yiq2rgb_mat = mat3(
1.0, 1.0, 1.0,
0.956, -0.2720, -1.1060,
0.6210, -0.6474, 1.7046
);
vec3 yiq2rgb(vec3 yiq)
{
return (yiq * yiq2rgb_mat);
}
mat3 yiq_mat = mat3(
0.2989, 0.5959, 0.2115,
0.5870, -0.2744, -0.5229,
0.1140, -0.3216, 0.3114
);
vec3 rgb2yiq(vec3 col)
{
return (col * yiq_mat);
}
// end ntsc-rgbyuv
#define test
// begin ntsc-decode-filter-3phase
#ifdef test//GL_ES
float luma_filter1 = -0.000174844;
float luma_filter2 = -0.000205844;
float luma_filter3 = -0.000149453;
float luma_filter4 = -0.000051693;
float luma_filter5 = 0.000000000;
float luma_filter6 = -0.000066171;
float luma_filter7 = -0.000245058;
float luma_filter8 = -0.000432928;
float luma_filter9 = -0.000472644;
float luma_filter10 = -0.000252236;
float luma_filter11 = 0.000198929;
float luma_filter12 = 0.000687058;
float luma_filter13 = 0.000944112;
float luma_filter14 = 0.000803467;
float luma_filter15 = 0.000363199;
float luma_filter16 = 0.000013422;
float luma_filter17 = 0.000253402;
float luma_filter18 = 0.001339461;
float luma_filter19 = 0.002932972;
float luma_filter20 = 0.003983485;
float luma_filter21 = 0.00302668;
float luma_filter22 = -0.001102056;
float luma_filter23 = -0.008373026;
float luma_filter24 = -0.016897700;
float luma_filter25 = -0.022914480;
float luma_filter26 = -0.021642347;
float luma_filter27 = -0.008863273;
float luma_filter28 = 0.017271957;
float luma_filter29 = 0.054921920;
float luma_filter30 = 0.098342579;
float luma_filter31 = 0.139044281;
float luma_filter32 = 0.168055832;
float luma_filter33 = 0.178571429;
float chroma_filter1 = 0.001384762;
float chroma_filter2 = 0.001678312;
float chroma_filter3 = 0.002021715;
float chroma_filter4 = 0.002420562;
float chroma_filter5 = 0.002880460;
float chroma_filter6 = 0.003406879;
float chroma_filter7 = 0.004004985;
float chroma_filter8 = 0.004679445;
float chroma_filter9 = 0.005434218;
float chroma_filter10 = 0.006272332;
float chroma_filter11 = 0.007195654;
float chroma_filter12 = 0.008204665;
float chroma_filter13 = 0.009298238;
float chroma_filter14 = 0.010473450;
float chroma_filter15 = 0.011725413;
float chroma_filter16 = 0.013047155;
float chroma_filter17 = 0.014429548;
float chroma_filter18 = 0.015861306;
float chroma_filter19 = 0.017329037;
float chroma_filter20 = 0.018817382;
float chroma_filter21 = 0.020309220;
float chroma_filter22 = 0.021785952;
float chroma_filter23 = 0.023227857;
float chroma_filter24 = 0.024614500;
float chroma_filter25 = 0.025925203;
float chroma_filter26 = 0.027139546;
float chroma_filter27 = 0.028237893;
float chroma_filter28 = 0.029201910;
float chroma_filter29 = 0.030015081;
float chroma_filter30 = 0.030663170;
float chroma_filter31 = 0.031134640;
float chroma_filter32 = 0.031420995;
float chroma_filter33 = 0.031517031;
#else
#define TAPS 32
const float luma_filter[TAPS + 1] = float[TAPS + 1](
-0.000174844,
-0.000205844,
-0.000149453,
-0.000051693,
0.000000000,
-0.000066171,
-0.000245058,
-0.000432928,
-0.000472644,
-0.000252236,
0.000198929,
0.000687058,
0.000944112,
0.000803467,
0.000363199,
0.000013422,
0.000253402,
0.001339461,
0.002932972,
0.003983485,
0.003026683,
-0.001102056,
-0.008373026,
-0.016897700,
-0.022914480,
-0.021642347,
-0.008863273,
0.017271957,
0.054921920,
0.098342579,
0.139044281,
0.168055832,
0.178571429);
const float chroma_filter[TAPS + 1] = float[TAPS + 1](
0.001384762,
0.001678312,
0.002021715,
0.002420562,
0.002880460,
0.003406879,
0.004004985,
0.004679445,
0.005434218,
0.006272332,
0.007195654,
0.008204665,
0.009298238,
0.010473450,
0.011725413,
0.013047155,
0.014429548,
0.015861306,
0.017329037,
0.018817382,
0.020309220,
0.021785952,
0.023227857,
0.024614500,
0.025925203,
0.027139546,
0.028237893,
0.029201910,
0.030015081,
0.030663170,
0.031134640,
0.031420995,
0.031517031);
#endif
// end ntsc-decode-filter-3phase
#define fetch_offset(offset, one_x) \
texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
// out variables go here as COMPAT_VARYING whatever
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// vertex compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord - vec2(0.5 / SourceSize.x, 0.0); // Compensate for decimate-by-2.
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// in variables go here as COMPAT_VARYING whatever
// fragment compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
// begin ntsc-pass2-decode
float one_x = 1.0 / SourceSize.x;
vec3 signal = vec3(0.0);
#ifdef test//GL_ES
float offset;
vec3 sums;
// unrolling the loopz
// TAP = 1
offset = 0.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter1, chroma_filter1, chroma_filter1);
// TAP = 2
offset = 1.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter2, chroma_filter2, chroma_filter2);
// TAP = 3
offset = 2.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter3, chroma_filter3, chroma_filter3);
// TAP = 4
offset = 3.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter4, chroma_filter4, chroma_filter4);
// TAP = 5
offset = 4.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter5, chroma_filter5, chroma_filter5);
// TAP = 6
offset = 5.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter6, chroma_filter6, chroma_filter6);
// TAP = 7
offset = 6.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter7, chroma_filter7, chroma_filter7);
// TAP = 8
offset = 7.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter8, chroma_filter8, chroma_filter8);
// TAP = 9
offset = 8.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter9, chroma_filter9, chroma_filter9);
// TAP = 10
offset = 9.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter10, chroma_filter10, chroma_filter10);
// TAP = 11
offset = 10.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter11, chroma_filter11, chroma_filter11);
// TAP = 12
offset = 11.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter12, chroma_filter12, chroma_filter12);
// TAP = 13
offset = 12.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter13, chroma_filter13, chroma_filter13);
// TAP = 14
offset = 13.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter14, chroma_filter14, chroma_filter14);
// TAP = 15
offset = 14.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter15, chroma_filter15, chroma_filter15);
// TAP = 16
offset = 15.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter16, chroma_filter16, chroma_filter16);
// TAP = 17
offset = 16.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter17, chroma_filter17, chroma_filter17);
// TAP = 18
offset = 17.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter18, chroma_filter18, chroma_filter18);
// TAP = 19
offset = 18.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter19, chroma_filter19, chroma_filter19);
// TAP = 20
offset = 19.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter20, chroma_filter20, chroma_filter20);
// TAP = 21
offset = 20.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter21, chroma_filter21, chroma_filter21);
// TAP = 22
offset = 21.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter22, chroma_filter22, chroma_filter22);
// TAP = 23
offset = 22.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter23, chroma_filter23, chroma_filter23);
// TAP = 24
offset = 23.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter24, chroma_filter24, chroma_filter24);
// TAP = 25
offset = 32.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter25, chroma_filter25, chroma_filter25);
// TAP = 26
offset = 25.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter26, chroma_filter26, chroma_filter26);
// TAP = 27
offset = 26.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter27, chroma_filter27, chroma_filter27);
// TAP = 28
offset = 27.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter28, chroma_filter28, chroma_filter28);
// TAP = 29
offset = 28.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter29, chroma_filter29, chroma_filter29);
// TAP = 30
offset = 29.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter30, chroma_filter30, chroma_filter30);
// TAP = 31
offset = 30.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter31, chroma_filter31, chroma_filter31);
// TAP = 32
offset = 31.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter32, chroma_filter32, chroma_filter32);
signal += COMPAT_TEXTURE(Texture, TEX0.xy).xyz *
vec3(luma_filter33, chroma_filter33, chroma_filter33);
#else
for (int i = 0; i < TAPS; i++)
{
float offset = float(i);
vec3 sums = fetch_offset(offset - float(TAPS), one_x) +
fetch_offset(float(TAPS) - offset, one_x);
signal += sums * vec3(luma_filter[i], chroma_filter[i], chroma_filter[i]);
}
signal += texture(Source, vTexCoord).xyz *
vec3(luma_filter[TAPS], chroma_filter[TAPS], chroma_filter[TAPS]);
#endif
// end ntsc-pass2-decode
vec3 rgb = yiq2rgb(signal);
FragColor = vec4(pow(rgb, vec3(NTSC_CRT_GAMMA)), 1.0);
}
#endif

View File

@ -0,0 +1,482 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
// begin ntsc-rgbyuv
mat3 yiq2rgb_mat = mat3(
1.0, 1.0, 1.0,
0.956, -0.2720, -1.1060,
0.6210, -0.6474, 1.7046
);
vec3 yiq2rgb(vec3 yiq)
{
return (yiq * yiq2rgb_mat);
}
mat3 yiq_mat = mat3(
0.2989, 0.5959, 0.2115,
0.5870, -0.2744, -0.5229,
0.1140, -0.3216, 0.3114
);
vec3 rgb2yiq(vec3 col)
{
return (col * yiq_mat);
}
// end ntsc-rgbyuv
#define test
// begin ntsc-decode-filter-3phase
#ifdef test//GL_ES
float luma_filter1 = -0.000174844;
float luma_filter2 = -0.000205844;
float luma_filter3 = -0.000149453;
float luma_filter4 = -0.000051693;
float luma_filter5 = 0.000000000;
float luma_filter6 = -0.000066171;
float luma_filter7 = -0.000245058;
float luma_filter8 = -0.000432928;
float luma_filter9 = -0.000472644;
float luma_filter10 = -0.000252236;
float luma_filter11 = 0.000198929;
float luma_filter12 = 0.000687058;
float luma_filter13 = 0.000944112;
float luma_filter14 = 0.000803467;
float luma_filter15 = 0.000363199;
float luma_filter16 = 0.000013422;
float luma_filter17 = 0.000253402;
float luma_filter18 = 0.001339461;
float luma_filter19 = 0.002932972;
float luma_filter20 = 0.003983485;
float luma_filter21 = 0.00302668;
float luma_filter22 = -0.001102056;
float luma_filter23 = -0.008373026;
float luma_filter24 = -0.016897700;
float luma_filter25 = -0.022914480;
float luma_filter26 = -0.021642347;
float luma_filter27 = -0.008863273;
float luma_filter28 = 0.017271957;
float luma_filter29 = 0.054921920;
float luma_filter30 = 0.098342579;
float luma_filter31 = 0.139044281;
float luma_filter32 = 0.168055832;
float luma_filter33 = 0.178571429;
float chroma_filter1 = 0.001384762;
float chroma_filter2 = 0.001678312;
float chroma_filter3 = 0.002021715;
float chroma_filter4 = 0.002420562;
float chroma_filter5 = 0.002880460;
float chroma_filter6 = 0.003406879;
float chroma_filter7 = 0.004004985;
float chroma_filter8 = 0.004679445;
float chroma_filter9 = 0.005434218;
float chroma_filter10 = 0.006272332;
float chroma_filter11 = 0.007195654;
float chroma_filter12 = 0.008204665;
float chroma_filter13 = 0.009298238;
float chroma_filter14 = 0.010473450;
float chroma_filter15 = 0.011725413;
float chroma_filter16 = 0.013047155;
float chroma_filter17 = 0.014429548;
float chroma_filter18 = 0.015861306;
float chroma_filter19 = 0.017329037;
float chroma_filter20 = 0.018817382;
float chroma_filter21 = 0.020309220;
float chroma_filter22 = 0.021785952;
float chroma_filter23 = 0.023227857;
float chroma_filter24 = 0.024614500;
float chroma_filter25 = 0.025925203;
float chroma_filter26 = 0.027139546;
float chroma_filter27 = 0.028237893;
float chroma_filter28 = 0.029201910;
float chroma_filter29 = 0.030015081;
float chroma_filter30 = 0.030663170;
float chroma_filter31 = 0.031134640;
float chroma_filter32 = 0.031420995;
float chroma_filter33 = 0.031517031;
#else
#define TAPS 32
const float luma_filter[TAPS + 1] = float[TAPS + 1](
-0.000174844,
-0.000205844,
-0.000149453,
-0.000051693,
0.000000000,
-0.000066171,
-0.000245058,
-0.000432928,
-0.000472644,
-0.000252236,
0.000198929,
0.000687058,
0.000944112,
0.000803467,
0.000363199,
0.000013422,
0.000253402,
0.001339461,
0.002932972,
0.003983485,
0.003026683,
-0.001102056,
-0.008373026,
-0.016897700,
-0.022914480,
-0.021642347,
-0.008863273,
0.017271957,
0.054921920,
0.098342579,
0.139044281,
0.168055832,
0.178571429);
const float chroma_filter[TAPS + 1] = float[TAPS + 1](
0.001384762,
0.001678312,
0.002021715,
0.002420562,
0.002880460,
0.003406879,
0.004004985,
0.004679445,
0.005434218,
0.006272332,
0.007195654,
0.008204665,
0.009298238,
0.010473450,
0.011725413,
0.013047155,
0.014429548,
0.015861306,
0.017329037,
0.018817382,
0.020309220,
0.021785952,
0.023227857,
0.024614500,
0.025925203,
0.027139546,
0.028237893,
0.029201910,
0.030015081,
0.030663170,
0.031134640,
0.031420995,
0.031517031);
#endif
// end ntsc-decode-filter-3phase
#define fetch_offset(offset, one_x) \
texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
// out variables go here as COMPAT_VARYING whatever
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// vertex compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord - vec2(0.5 / SourceSize.x, 0.0); // Compensate for decimate-by-2.
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// in variables go here as COMPAT_VARYING whatever
// fragment compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
// begin ntsc-pass2-decode
float one_x = 1.0 / SourceSize.x;
vec3 signal = vec3(0.0);
#ifdef test//GL_ES
float offset;
vec3 sums;
// unrolling the loopz
// TAP = 1
offset = 0.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter1, chroma_filter1, chroma_filter1);
// TAP = 2
offset = 1.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter2, chroma_filter2, chroma_filter2);
// TAP = 3
offset = 2.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter3, chroma_filter3, chroma_filter3);
// TAP = 4
offset = 3.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter4, chroma_filter4, chroma_filter4);
// TAP = 5
offset = 4.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter5, chroma_filter5, chroma_filter5);
// TAP = 6
offset = 5.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter6, chroma_filter6, chroma_filter6);
// TAP = 7
offset = 6.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter7, chroma_filter7, chroma_filter7);
// TAP = 8
offset = 7.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter8, chroma_filter8, chroma_filter8);
// TAP = 9
offset = 8.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter9, chroma_filter9, chroma_filter9);
// TAP = 10
offset = 9.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter10, chroma_filter10, chroma_filter10);
// TAP = 11
offset = 10.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter11, chroma_filter11, chroma_filter11);
// TAP = 12
offset = 11.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter12, chroma_filter12, chroma_filter12);
// TAP = 13
offset = 12.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter13, chroma_filter13, chroma_filter13);
// TAP = 14
offset = 13.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter14, chroma_filter14, chroma_filter14);
// TAP = 15
offset = 14.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter15, chroma_filter15, chroma_filter15);
// TAP = 16
offset = 15.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter16, chroma_filter16, chroma_filter16);
// TAP = 17
offset = 16.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter17, chroma_filter17, chroma_filter17);
// TAP = 18
offset = 17.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter18, chroma_filter18, chroma_filter18);
// TAP = 19
offset = 18.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter19, chroma_filter19, chroma_filter19);
// TAP = 20
offset = 19.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter20, chroma_filter20, chroma_filter20);
// TAP = 21
offset = 20.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter21, chroma_filter21, chroma_filter21);
// TAP = 22
offset = 21.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter22, chroma_filter22, chroma_filter22);
// TAP = 23
offset = 22.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter23, chroma_filter23, chroma_filter23);
// TAP = 24
offset = 23.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter24, chroma_filter24, chroma_filter24);
// TAP = 25
offset = 32.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter25, chroma_filter25, chroma_filter25);
// TAP = 26
offset = 25.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter26, chroma_filter26, chroma_filter26);
// TAP = 27
offset = 26.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter27, chroma_filter27, chroma_filter27);
// TAP = 28
offset = 27.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter28, chroma_filter28, chroma_filter28);
// TAP = 29
offset = 28.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter29, chroma_filter29, chroma_filter29);
// TAP = 30
offset = 29.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter30, chroma_filter30, chroma_filter30);
// TAP = 31
offset = 30.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter31, chroma_filter31, chroma_filter31);
// TAP = 32
offset = 31.;
sums = fetch_offset(offset - 32., one_x) +
fetch_offset(32. - offset, one_x);
signal += sums * vec3(luma_filter32, chroma_filter32, chroma_filter32);
signal += COMPAT_TEXTURE(Texture, TEX0.xy).xyz *
vec3(luma_filter33, chroma_filter33, chroma_filter33);
#else
for (int i = 0; i < TAPS; i++)
{
float offset = float(i);
vec3 sums = fetch_offset(offset - float(TAPS), one_x) +
fetch_offset(float(TAPS) - offset, one_x);
signal += sums * vec3(luma_filter[i], chroma_filter[i], chroma_filter[i]);
}
signal += texture(Source, vTexCoord).xyz *
vec3(luma_filter[TAPS], chroma_filter[TAPS], chroma_filter[TAPS]);
#endif
// end ntsc-pass2-decode
vec3 rgb = yiq2rgb(signal);
FragColor = vec4(rgb, 1.0);
}
#endif

View File

@ -0,0 +1,405 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#define NTSC_CRT_GAMMA 2.5
#define NTSC_MONITOR_GAMMA 2.0
// begin ntsc-rgbyuv
mat3 yiq2rgb_mat = mat3(
1.0, 1.0, 1.0,
0.956, -0.2720, -1.1060,
0.6210, -0.6474, 1.7046
);
vec3 yiq2rgb(vec3 yiq)
{
return (yiq * yiq2rgb_mat);
}
mat3 yiq_mat = mat3(
0.2989, 0.5959, 0.2115,
0.5870, -0.2744, -0.5229,
0.1140, -0.3216, 0.3114
);
vec3 rgb2yiq(vec3 col)
{
return (col * yiq_mat);
}
// end ntsc-rgbyuv
// begin ntsc-decode-filter-3phase
#ifdef GL_ES
float luma_filter1 = -0.000012020;
float luma_filter2 = -0.000022146;
float luma_filter3 = -0.000013155;
float luma_filter4 = -0.000012020;
float luma_filter5 = -0.000049979;
float luma_filter6 = -0.000113940;
float luma_filter7 = -0.000122150;
float luma_filter8 = -0.000005612;
float luma_filter9 = 0.000170516;
float luma_filter10 = 0.000237199;
float luma_filter11 = 0.000169640;
float luma_filter12 = 0.000285688;
float luma_filter13 = 0.000984574;
float luma_filter14 = 0.002018683;
float luma_filter15 = 0.002002275;
float luma_filter16 = -0.000909882;
float luma_filter17 = -0.007049081;
float luma_filter18 = -0.013222860;
float luma_filter19 = -0.012606931;
float luma_filter20 = 0.002460860;
float luma_filter21 = 0.035868225;
float luma_filter22 = 0.084016453;
float luma_filter23 = 0.135563500;
float luma_filter24 = 0.175261268;
float luma_filter25 = 0.190176552;
float chroma_filter1 = -0.000118847;
float chroma_filter2 = -0.000271306;
float chroma_filter3 = -0.000502642;
float chroma_filter4 = -0.000930833;
float chroma_filter5 = -0.001451013;
float chroma_filter6 = -0.002064744;
float chroma_filter7 = -0.002700432;
float chroma_filter8 = -0.003241276;
float chroma_filter9 = -0.003524948;
float chroma_filter10 = -0.003350284;
float chroma_filter11 = -0.002491729;
float chroma_filter12 = -0.000721149;
float chroma_filter13 = 0.002164659;
float chroma_filter14 = 0.006313635;
float chroma_filter15 = 0.011789103;
float chroma_filter16 = 0.018545660;
float chroma_filter17 = 0.026414396;
float chroma_filter18 = 0.035100710;
float chroma_filter19 = 0.044196567;
float chroma_filter20 = 0.053207202;
float chroma_filter21 = 0.061590275;
float chroma_filter22 = 0.068803602;
float chroma_filter23 = 0.074356193;
float chroma_filter24 = 0.077856564;
float chroma_filter25 = 0.079052396;
#else
#define TAPS 24
const float luma_filter[TAPS + 1] = float[TAPS + 1](
-0.000012020,
-0.000022146,
-0.000013155,
-0.000012020,
-0.000049979,
-0.000113940,
-0.000122150,
-0.000005612,
0.000170516,
0.000237199,
0.000169640,
0.000285688,
0.000984574,
0.002018683,
0.002002275,
-0.000909882,
-0.007049081,
-0.013222860,
-0.012606931,
0.002460860,
0.035868225,
0.084016453,
0.135563500,
0.175261268,
0.190176552);
const float chroma_filter[TAPS + 1] = float[TAPS + 1](
-0.000118847,
-0.000271306,
-0.000502642,
-0.000930833,
-0.001451013,
-0.002064744,
-0.002700432,
-0.003241276,
-0.003524948,
-0.003350284,
-0.002491729,
-0.000721149,
0.002164659,
0.006313635,
0.011789103,
0.018545660,
0.026414396,
0.035100710,
0.044196567,
0.053207202,
0.061590275,
0.068803602,
0.074356193,
0.077856564,
0.079052396);
#endif
// end ntsc-decode-filter-3phase
#define fetch_offset(offset, one_x) \
texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
// out variables go here as COMPAT_VARYING whatever
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// vertex compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord - vec2(0.5 / SourceSize.x, 0.0); // Compensate for decimate-by-2.
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// in variables go here as COMPAT_VARYING whatever
// fragment compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
// begin ntsc-pass2-decode
float one_x = 1.0 / SourceSize.x;
vec3 signal = vec3(0.0);
#ifdef GL_ES
float offset;
vec3 sums;
// unrolling the loopz
// TAP = 1
offset = 0.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter1, chroma_filter1, chroma_filter1);
// TAP = 2
offset = 1.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter2, chroma_filter2, chroma_filter2);
// TAP = 3
offset = 2.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter3, chroma_filter3, chroma_filter3);
// TAP = 4
offset = 3.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter4, chroma_filter4, chroma_filter4);
// TAP = 5
offset = 4.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter5, chroma_filter5, chroma_filter5);
// TAP = 6
offset = 5.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter6, chroma_filter6, chroma_filter6);
// TAP = 7
offset = 6.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter7, chroma_filter7, chroma_filter7);
// TAP = 8
offset = 7.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter8, chroma_filter8, chroma_filter8);
// TAP = 9
offset = 8.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter9, chroma_filter9, chroma_filter9);
// TAP = 10
offset = 9.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter10, chroma_filter10, chroma_filter10);
// TAP = 11
offset = 10.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter11, chroma_filter11, chroma_filter11);
// TAP = 12
offset = 11.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter12, chroma_filter12, chroma_filter12);
// TAP = 13
offset = 12.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter13, chroma_filter13, chroma_filter13);
// TAP = 14
offset = 13.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter14, chroma_filter14, chroma_filter14);
// TAP = 15
offset = 14.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter15, chroma_filter15, chroma_filter15);
// TAP = 16
offset = 15.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter16, chroma_filter16, chroma_filter16);
// TAP = 17
offset = 16.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter17, chroma_filter17, chroma_filter17);
// TAP = 18
offset = 17.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter18, chroma_filter18, chroma_filter18);
// TAP = 19
offset = 18.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter19, chroma_filter19, chroma_filter19);
// TAP = 20
offset = 19.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter20, chroma_filter20, chroma_filter20);
// TAP = 21
offset = 20.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter21, chroma_filter21, chroma_filter21);
// TAP = 22
offset = 21.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter22, chroma_filter22, chroma_filter22);
// TAP = 23
offset = 22.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter23, chroma_filter23, chroma_filter23);
// TAP = 24
offset = 23.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter24, chroma_filter24, chroma_filter24);
signal += COMPAT_TEXTURE(Texture, TEX0.xy).xyz *
vec3(luma_filter25, chroma_filter25, chroma_filter25);
#else
for (int i = 0; i < TAPS; i++)
{
float offset = float(i);
vec3 sums = fetch_offset(offset - float(TAPS), one_x) +
fetch_offset(float(TAPS) - offset, one_x);
signal += sums * vec3(luma_filter[i], chroma_filter[i], chroma_filter[i]);
}
signal += texture(Source, vTexCoord).xyz *
vec3(luma_filter[TAPS], chroma_filter[TAPS], chroma_filter[TAPS]);
#endif
// end ntsc-pass2-decode
vec3 rgb = yiq2rgb(signal);
FragColor = vec4(pow(rgb, vec3(NTSC_CRT_GAMMA / NTSC_MONITOR_GAMMA)), 1.0);
}
#endif

View File

@ -0,0 +1,404 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#define NTSC_CRT_GAMMA 2.4
// begin ntsc-rgbyuv
mat3 yiq2rgb_mat = mat3(
1.0, 1.0, 1.0,
0.956, -0.2720, -1.1060,
0.6210, -0.6474, 1.7046
);
vec3 yiq2rgb(vec3 yiq)
{
return (yiq * yiq2rgb_mat);
}
mat3 yiq_mat = mat3(
0.2989, 0.5959, 0.2115,
0.5870, -0.2744, -0.5229,
0.1140, -0.3216, 0.3114
);
vec3 rgb2yiq(vec3 col)
{
return (col * yiq_mat);
}
// end ntsc-rgbyuv
// begin ntsc-decode-filter-3phase
#ifdef GL_ES
float luma_filter1 = -0.000012020;
float luma_filter2 = -0.000022146;
float luma_filter3 = -0.000013155;
float luma_filter4 = -0.000012020;
float luma_filter5 = -0.000049979;
float luma_filter6 = -0.000113940;
float luma_filter7 = -0.000122150;
float luma_filter8 = -0.000005612;
float luma_filter9 = 0.000170516;
float luma_filter10 = 0.000237199;
float luma_filter11 = 0.000169640;
float luma_filter12 = 0.000285688;
float luma_filter13 = 0.000984574;
float luma_filter14 = 0.002018683;
float luma_filter15 = 0.002002275;
float luma_filter16 = -0.000909882;
float luma_filter17 = -0.007049081;
float luma_filter18 = -0.013222860;
float luma_filter19 = -0.012606931;
float luma_filter20 = 0.002460860;
float luma_filter21 = 0.035868225;
float luma_filter22 = 0.084016453;
float luma_filter23 = 0.135563500;
float luma_filter24 = 0.175261268;
float luma_filter25 = 0.190176552;
float chroma_filter1 = -0.000118847;
float chroma_filter2 = -0.000271306;
float chroma_filter3 = -0.000502642;
float chroma_filter4 = -0.000930833;
float chroma_filter5 = -0.001451013;
float chroma_filter6 = -0.002064744;
float chroma_filter7 = -0.002700432;
float chroma_filter8 = -0.003241276;
float chroma_filter9 = -0.003524948;
float chroma_filter10 = -0.003350284;
float chroma_filter11 = -0.002491729;
float chroma_filter12 = -0.000721149;
float chroma_filter13 = 0.002164659;
float chroma_filter14 = 0.006313635;
float chroma_filter15 = 0.011789103;
float chroma_filter16 = 0.018545660;
float chroma_filter17 = 0.026414396;
float chroma_filter18 = 0.035100710;
float chroma_filter19 = 0.044196567;
float chroma_filter20 = 0.053207202;
float chroma_filter21 = 0.061590275;
float chroma_filter22 = 0.068803602;
float chroma_filter23 = 0.074356193;
float chroma_filter24 = 0.077856564;
float chroma_filter25 = 0.079052396;
#else
#define TAPS 24
const float luma_filter[TAPS + 1] = float[TAPS + 1](
-0.000012020,
-0.000022146,
-0.000013155,
-0.000012020,
-0.000049979,
-0.000113940,
-0.000122150,
-0.000005612,
0.000170516,
0.000237199,
0.000169640,
0.000285688,
0.000984574,
0.002018683,
0.002002275,
-0.000909882,
-0.007049081,
-0.013222860,
-0.012606931,
0.002460860,
0.035868225,
0.084016453,
0.135563500,
0.175261268,
0.190176552);
const float chroma_filter[TAPS + 1] = float[TAPS + 1](
-0.000118847,
-0.000271306,
-0.000502642,
-0.000930833,
-0.001451013,
-0.002064744,
-0.002700432,
-0.003241276,
-0.003524948,
-0.003350284,
-0.002491729,
-0.000721149,
0.002164659,
0.006313635,
0.011789103,
0.018545660,
0.026414396,
0.035100710,
0.044196567,
0.053207202,
0.061590275,
0.068803602,
0.074356193,
0.077856564,
0.079052396);
#endif
// end ntsc-decode-filter-3phase
#define fetch_offset(offset, one_x) \
texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
// out variables go here as COMPAT_VARYING whatever
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// vertex compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord - vec2(0.5 / SourceSize.x, 0.0); // Compensate for decimate-by-2.
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// in variables go here as COMPAT_VARYING whatever
// fragment compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
// begin ntsc-pass2-decode
float one_x = 1.0 / SourceSize.x;
vec3 signal = vec3(0.0);
#ifdef GL_ES
float offset;
vec3 sums;
// unrolling the loopz
// TAP = 1
offset = 0.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter1, chroma_filter1, chroma_filter1);
// TAP = 2
offset = 1.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter2, chroma_filter2, chroma_filter2);
// TAP = 3
offset = 2.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter3, chroma_filter3, chroma_filter3);
// TAP = 4
offset = 3.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter4, chroma_filter4, chroma_filter4);
// TAP = 5
offset = 4.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter5, chroma_filter5, chroma_filter5);
// TAP = 6
offset = 5.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter6, chroma_filter6, chroma_filter6);
// TAP = 7
offset = 6.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter7, chroma_filter7, chroma_filter7);
// TAP = 8
offset = 7.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter8, chroma_filter8, chroma_filter8);
// TAP = 9
offset = 8.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter9, chroma_filter9, chroma_filter9);
// TAP = 10
offset = 9.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter10, chroma_filter10, chroma_filter10);
// TAP = 11
offset = 10.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter11, chroma_filter11, chroma_filter11);
// TAP = 12
offset = 11.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter12, chroma_filter12, chroma_filter12);
// TAP = 13
offset = 12.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter13, chroma_filter13, chroma_filter13);
// TAP = 14
offset = 13.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter14, chroma_filter14, chroma_filter14);
// TAP = 15
offset = 14.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter15, chroma_filter15, chroma_filter15);
// TAP = 16
offset = 15.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter16, chroma_filter16, chroma_filter16);
// TAP = 17
offset = 16.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter17, chroma_filter17, chroma_filter17);
// TAP = 18
offset = 17.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter18, chroma_filter18, chroma_filter18);
// TAP = 19
offset = 18.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter19, chroma_filter19, chroma_filter19);
// TAP = 20
offset = 19.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter20, chroma_filter20, chroma_filter20);
// TAP = 21
offset = 20.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter21, chroma_filter21, chroma_filter21);
// TAP = 22
offset = 21.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter22, chroma_filter22, chroma_filter22);
// TAP = 23
offset = 22.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter23, chroma_filter23, chroma_filter23);
// TAP = 24
offset = 23.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter24, chroma_filter24, chroma_filter24);
signal += COMPAT_TEXTURE(Texture, TEX0.xy).xyz *
vec3(luma_filter25, chroma_filter25, chroma_filter25);
#else
for (int i = 0; i < TAPS; i++)
{
float offset = float(i);
vec3 sums = fetch_offset(offset - float(TAPS), one_x) +
fetch_offset(float(TAPS) - offset, one_x);
signal += sums * vec3(luma_filter[i], chroma_filter[i], chroma_filter[i]);
}
signal += texture(Source, vTexCoord).xyz *
vec3(luma_filter[TAPS], chroma_filter[TAPS], chroma_filter[TAPS]);
#endif
// end ntsc-pass2-decode
vec3 rgb = yiq2rgb(signal);
FragColor = vec4(pow(rgb, vec3(NTSC_CRT_GAMMA)), 1.0);
}
#endif

View File

@ -0,0 +1,402 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
// begin ntsc-rgbyuv
mat3 yiq2rgb_mat = mat3(
1.0, 1.0, 1.0,
0.956, -0.2720, -1.1060,
0.6210, -0.6474, 1.7046
);
vec3 yiq2rgb(vec3 yiq)
{
return (yiq * yiq2rgb_mat);
}
mat3 yiq_mat = mat3(
0.2989, 0.5959, 0.2115,
0.5870, -0.2744, -0.5229,
0.1140, -0.3216, 0.3114
);
vec3 rgb2yiq(vec3 col)
{
return (col * yiq_mat);
}
// end ntsc-rgbyuv
// begin ntsc-decode-filter-3phase
#ifdef GL_ES
float luma_filter1 = -0.000012020;
float luma_filter2 = -0.000022146;
float luma_filter3 = -0.000013155;
float luma_filter4 = -0.000012020;
float luma_filter5 = -0.000049979;
float luma_filter6 = -0.000113940;
float luma_filter7 = -0.000122150;
float luma_filter8 = -0.000005612;
float luma_filter9 = 0.000170516;
float luma_filter10 = 0.000237199;
float luma_filter11 = 0.000169640;
float luma_filter12 = 0.000285688;
float luma_filter13 = 0.000984574;
float luma_filter14 = 0.002018683;
float luma_filter15 = 0.002002275;
float luma_filter16 = -0.000909882;
float luma_filter17 = -0.007049081;
float luma_filter18 = -0.013222860;
float luma_filter19 = -0.012606931;
float luma_filter20 = 0.002460860;
float luma_filter21 = 0.035868225;
float luma_filter22 = 0.084016453;
float luma_filter23 = 0.135563500;
float luma_filter24 = 0.175261268;
float luma_filter25 = 0.190176552;
float chroma_filter1 = -0.000118847;
float chroma_filter2 = -0.000271306;
float chroma_filter3 = -0.000502642;
float chroma_filter4 = -0.000930833;
float chroma_filter5 = -0.001451013;
float chroma_filter6 = -0.002064744;
float chroma_filter7 = -0.002700432;
float chroma_filter8 = -0.003241276;
float chroma_filter9 = -0.003524948;
float chroma_filter10 = -0.003350284;
float chroma_filter11 = -0.002491729;
float chroma_filter12 = -0.000721149;
float chroma_filter13 = 0.002164659;
float chroma_filter14 = 0.006313635;
float chroma_filter15 = 0.011789103;
float chroma_filter16 = 0.018545660;
float chroma_filter17 = 0.026414396;
float chroma_filter18 = 0.035100710;
float chroma_filter19 = 0.044196567;
float chroma_filter20 = 0.053207202;
float chroma_filter21 = 0.061590275;
float chroma_filter22 = 0.068803602;
float chroma_filter23 = 0.074356193;
float chroma_filter24 = 0.077856564;
float chroma_filter25 = 0.079052396;
#else
#define TAPS 24
const float luma_filter[TAPS + 1] = float[TAPS + 1](
-0.000012020,
-0.000022146,
-0.000013155,
-0.000012020,
-0.000049979,
-0.000113940,
-0.000122150,
-0.000005612,
0.000170516,
0.000237199,
0.000169640,
0.000285688,
0.000984574,
0.002018683,
0.002002275,
-0.000909882,
-0.007049081,
-0.013222860,
-0.012606931,
0.002460860,
0.035868225,
0.084016453,
0.135563500,
0.175261268,
0.190176552);
const float chroma_filter[TAPS + 1] = float[TAPS + 1](
-0.000118847,
-0.000271306,
-0.000502642,
-0.000930833,
-0.001451013,
-0.002064744,
-0.002700432,
-0.003241276,
-0.003524948,
-0.003350284,
-0.002491729,
-0.000721149,
0.002164659,
0.006313635,
0.011789103,
0.018545660,
0.026414396,
0.035100710,
0.044196567,
0.053207202,
0.061590275,
0.068803602,
0.074356193,
0.077856564,
0.079052396);
#endif
// end ntsc-decode-filter-3phase
#define fetch_offset(offset, one_x) \
texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
// out variables go here as COMPAT_VARYING whatever
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// vertex compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord - vec2(0.5 / SourceSize.x, 0.0); // Compensate for decimate-by-2.
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// in variables go here as COMPAT_VARYING whatever
// fragment compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
// begin ntsc-pass2-decode
float one_x = 1.0 / SourceSize.x;
vec3 signal = vec3(0.0);
#ifdef GL_ES
float offset;
vec3 sums;
// unrolling the loopz
// TAP = 1
offset = 0.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter1, chroma_filter1, chroma_filter1);
// TAP = 2
offset = 1.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter2, chroma_filter2, chroma_filter2);
// TAP = 3
offset = 2.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter3, chroma_filter3, chroma_filter3);
// TAP = 4
offset = 3.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter4, chroma_filter4, chroma_filter4);
// TAP = 5
offset = 4.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter5, chroma_filter5, chroma_filter5);
// TAP = 6
offset = 5.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter6, chroma_filter6, chroma_filter6);
// TAP = 7
offset = 6.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter7, chroma_filter7, chroma_filter7);
// TAP = 8
offset = 7.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter8, chroma_filter8, chroma_filter8);
// TAP = 9
offset = 8.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter9, chroma_filter9, chroma_filter9);
// TAP = 10
offset = 9.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter10, chroma_filter10, chroma_filter10);
// TAP = 11
offset = 10.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter11, chroma_filter11, chroma_filter11);
// TAP = 12
offset = 11.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter12, chroma_filter12, chroma_filter12);
// TAP = 13
offset = 12.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter13, chroma_filter13, chroma_filter13);
// TAP = 14
offset = 13.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter14, chroma_filter14, chroma_filter14);
// TAP = 15
offset = 14.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter15, chroma_filter15, chroma_filter15);
// TAP = 16
offset = 15.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter16, chroma_filter16, chroma_filter16);
// TAP = 17
offset = 16.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter17, chroma_filter17, chroma_filter17);
// TAP = 18
offset = 17.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter18, chroma_filter18, chroma_filter18);
// TAP = 19
offset = 18.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter19, chroma_filter19, chroma_filter19);
// TAP = 20
offset = 19.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter20, chroma_filter20, chroma_filter20);
// TAP = 21
offset = 20.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter21, chroma_filter21, chroma_filter21);
// TAP = 22
offset = 21.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter22, chroma_filter22, chroma_filter22);
// TAP = 23
offset = 22.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter23, chroma_filter23, chroma_filter23);
// TAP = 24
offset = 23.;
sums = fetch_offset(offset - 24., one_x) +
fetch_offset(24. - offset, one_x);
signal += sums * vec3(luma_filter24, chroma_filter24, chroma_filter24);
signal += COMPAT_TEXTURE(Texture, TEX0.xy).xyz *
vec3(luma_filter25, chroma_filter25, chroma_filter25);
#else
for (int i = 0; i < TAPS; i++)
{
float offset = float(i);
vec3 sums = fetch_offset(offset - float(TAPS), one_x) +
fetch_offset(float(TAPS) - offset, one_x);
signal += sums * vec3(luma_filter[i], chroma_filter[i], chroma_filter[i]);
}
signal += texture(Source, vTexCoord).xyz *
vec3(luma_filter[TAPS], chroma_filter[TAPS], chroma_filter[TAPS]);
#endif
// end ntsc-pass2-decode
vec3 rgb = yiq2rgb(signal);
FragColor = vec4(rgb, 1.0);
}
#endif

View File

@ -0,0 +1,110 @@
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
// Parameter lines go here:
#pragma parameter RETRO_PIXEL_SIZE "Retro Pixel Size" 0.84 0.0 1.0 0.01
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float RETRO_PIXEL_SIZE;
#else
#define RETRO_PIXEL_SIZE 0.84
#endif
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
// out variables go here as COMPAT_VARYING whatever
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// vertex compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
// Paste vertex contents here:
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// in variables go here as COMPAT_VARYING whatever
// fragment compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
// delete all 'params.' or 'registers.' or whatever in the fragment
void main()
{
// Paste fragment contents here:
FragColor = texture(Source, vTexCoord);
}
#endif