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add Sik's ntsc-blastem
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ntsc/ntsc-blastem.glslp
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ntsc/ntsc-blastem.glslp
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shaders = 1
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shader0 = shaders/ntsc-blastem.glsl
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scale_type0 = source
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scale0 = 1.0
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ntsc/shaders/ntsc-blastem.glsl
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ntsc/shaders/ntsc-blastem.glsl
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// NTSC composite simulator for BlastEm, now with comb filter
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// Shader by Sik, based on BlastEm's default shader
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// ported to RetroArch's slang/glsl format by hunterk
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//
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// Now with gamma correction (NTSC = 2.5 gamma, sRGB = 2.2 gamma*)
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// *sorta, sRGB isn't exactly a gamma curve, but close enough
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//
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// It works by converting from RGB to YIQ and then encoding it into NTSC, then
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// trying to decode it back. The lossy nature of the encoding process results in
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// the rainbow effect. It also accounts for the differences between H40 and H32
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// mode as it computes the exact colorburst cycle length.
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//
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// This shader tries to work around the inability to keep track of previous
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// pixels by sampling seven points (in 0.25 colorburst cycle intervals), that
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// seems to be enough to give decent filtering (four samples are used for
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// low-pass filtering, but we need seven because decoding chroma also requires
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// four samples so we're filtering over overlapping samples... just see the
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// comments in the I/Q code to understand).
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//
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// The comb filter works by comparing against the previous scanline (which means
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// sampling twice). This is done at the composite signal step, i.e. before the
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// filtering to decode back YIQ is performed.
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//
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// Thanks to Tulio Adriano for helping compare against real hardware on a CRT.
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//******************************************************************************
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#pragma parameter comb_str "Combing Filter Strength" 0.8 0.0 1.0 0.01
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#pragma parameter gamma_corr "Gamma Correction (2.2 = passthru)" 2.2 1.0 4.0 0.05
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//#pragma parameter scan_toggle "Scanline Toggle" 0.0 0.0 1.0 1.0
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec2 texsize;
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COMPAT_VARYING float curfield;
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COMPAT_VARYING float scanlines;
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COMPAT_VARYING float width;
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COMPAT_VARYING float interlaced;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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// compatibility #defines
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define OutSize vec4(OutputSize, 1.0 / OutputSize)
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#ifdef PARAMETER_UNIFORM
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uniform COMPAT_PRECISION float comb_str, gamma_corr, scan_toggle;
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#else
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#define comb_str 0.8
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#define gamma_corr 2.2
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#define scan_toggle 0.0
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#endif
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void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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TEX0.xy = TexCoord.xy;
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texsize = TextureSize.xy;
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width = InputSize.x;
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curfield = mod(float(FrameCount), 2.);
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scanlines = 0.0;//scan_toggle; <- TODO/FIXME
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interlaced = (InputSize.y > 400.0) ? 1.0 : 0.0;
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}
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#elif defined(FRAGMENT)
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out COMPAT_PRECISION vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec2 texsize;
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COMPAT_VARYING float curfield;
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COMPAT_VARYING float scanlines;
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COMPAT_VARYING float width;
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COMPAT_VARYING float interlaced;
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// compatibility #defines
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#define Source Texture
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#define texcoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define OutSize vec4(OutputSize, 1.0 / OutputSize)
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#ifdef PARAMETER_UNIFORM
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uniform COMPAT_PRECISION float comb_str, gamma_corr, scan_toggle;
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#else
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#define comb_str 0.8
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#define gamma_corr 2.2
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#define scan_toggle 0.0
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#endif
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// How strong is the comb filter when reducing crosstalk between Y and IQ.
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// 0% (0.0) means no separation at all, 100% (1.0) means complete filtering.
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// 80% seems to approximate a model 1, while 90% is closer to a model 2 or 32X.
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float comb_strength = comb_str;
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// Gamma of the TV to simulate.
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float gamma_correction = gamma_corr;
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// Converts from RGB to YIQ
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vec3 rgba2yiq(vec4 rgba)
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{
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return vec3(
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rgba[0] * 0.3 + rgba[1] * 0.59 + rgba[2] * 0.11,
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rgba[0] * 0.599 + rgba[1] * -0.2773 + rgba[2] * -0.3217,
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rgba[0] * 0.213 + rgba[1] * -0.5251 + rgba[2] * 0.3121
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);
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}
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// Encodes YIQ into composite
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float yiq2raw(vec3 yiq, float phase)
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{
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return yiq[0] + yiq[1] * sin(phase) + yiq[2] * cos(phase);
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}
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// Converts from YIQ to RGB
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vec4 yiq2rgba(vec3 yiq)
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{
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return vec4(
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yiq[0] + yiq[1] * 0.9469 + yiq[2] * 0.6236,
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yiq[0] - yiq[1] * 0.2748 - yiq[2] * 0.6357,
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yiq[0] - yiq[1] * 1.1 + yiq[2] * 1.7,
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1.0
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);
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}
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void main()
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{
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// The coordinate of the pixel we're supposed to access
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// In interlaced mode, the entire screen is shifted down by half a scanline,
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// y_offset is used to account for this.
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float y_offset = interlaced * curfield * -0.5 / texsize.y;
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float x = texcoord.x;
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float y = texcoord.y + y_offset;
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// Horizontal distance of half a colorburst cycle
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float factorX = (1.0 / texsize.x) / 170.667 * 0.5 * width;
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// sRGB approximates a gamma ramp of 2.2 while NTSC has a gamma of 2.5
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// Use this value to do gamma correction of every RGB value
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float gamma = gamma_correction / 2.2;
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// Where we store the sampled pixels.
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// [0] = current pixel
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// [1] = 1/4 colorburst cycles earlier
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// [2] = 2/4 colorburst cycles earlier
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// [3] = 3/4 colorburst cycles earlier
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// [4] = 1 colorburst cycle earlier
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// [5] = 1 1/4 colorburst cycles earlier
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// [6] = 1 2/4 colorburst cycles earlier
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float phase[7]; // Colorburst phase (in radians)
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float raw_y[7]; // Luma isolated from raw composite signal
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float raw_iq[7]; // Chroma isolated from raw composite signal
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// Sample all the pixels we're going to use
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for (int n = 0; n < 7; n++, x -= factorX * 0.5) {
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// Compute colorburst phase at this point
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phase[n] = x / factorX * 3.1415926;
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// Y coordinate one scanline above
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// Apparently GLSL doesn't allow a vec2 with a full expression for
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// texture samplers? Whatever, putting it here (also makes the code
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// below a bit easier to read I guess?)
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float y_above = y - texcoord.y / texsize.y;
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// Get the raw composite data for this scanline
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float raw1 = yiq2raw(rgba2yiq(
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COMPAT_TEXTURE(Source, vec2(x, y))
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), phase[n]);
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// Get the raw composite data for scanline above
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// Note that the colorburst phase is shifted 180°
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float raw2 = yiq2raw(rgba2yiq(
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COMPAT_TEXTURE(Source, vec2(x, y_above))
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), phase[n] + 3.1415926);
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// Comb filter: isolate Y and IQ using the above two.
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// Luma is obtained by adding the two scanlines, chroma will cancel out
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// because chroma will be on opposite phases.
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// Chroma is then obtained by cancelling this scanline from the luma
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// to reduce the crosstalk. We don't cancel it entirely though since the
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// filtering isn't perfect (which is why the rainbow leaks a bit).
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raw_y[n] = (raw1 + raw2) * 0.5;
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raw_iq[n] = raw1 - (raw1 + raw2) * (comb_strength * 0.5);
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}
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// Decode Y by averaging over the last whole sampled cycle (effectively
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// filtering anything above the colorburst frequency)
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float y_mix = (raw_y[0] + raw_y[1] + raw_y[2] + raw_y[3]) * 0.25;
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// Decode I and Q (see page below to understand what's going on)
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// https://codeandlife.com/2012/10/09/composite-video-decoding-theory-and-practice/
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//
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// Retrieving I and Q out of the raw signal is done like this
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// (use sin for I and cos for Q):
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//
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// 0.5 * raw[0] * sin(phase[0]) + 0.5 * raw[1] * sin(phase[1]) +
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// 0.5 * raw[2] * sin(phase[2]) + 0.5 * raw[3] * sin(phase[3])
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//
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// i.e. multiply each of the sampled quarter cycles against the reference
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// wave and average them (actually double that because for some reason
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// that's needed to get the correct scale, hence 0.5 instead of 0.25)
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//
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// That turns out to be blocky tho, so we opt to filter down the chroma...
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// which requires doing the above *four* times if we do it the same way as
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// we did for luminance (note that 0.125 = 1/4 of 0.5):
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//
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// 0.125 * raw[0] * sin(phase[0]) + 0.125 * raw[1] * sin(phase[1]) +
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// 0.125 * raw[2] * sin(phase[2]) + 0.125 * raw[3] * sin(phase[3]) +
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// 0.125 * raw[1] * sin(phase[1]) + 0.125 * raw[2] * sin(phase[2]) +
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// 0.125 * raw[3] * sin(phase[3]) + 0.125 * raw[4] * sin(phase[4]) +
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// 0.125 * raw[2] * sin(phase[2]) + 0.125 * raw[3] * sin(phase[3]) +
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// 0.125 * raw[4] * sin(phase[4]) + 0.125 * raw[5] * sin(phase[5]) +
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// 0.125 * raw[3] * sin(phase[3]) + 0.125 * raw[4] * sin(phase[4]) +
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// 0.125 * raw[5] * sin(phase[5]) + 0.125 * raw[6] * sin(phase[6])
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//
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// There are a lot of repeated values there that could be merged into one,
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// what you see below is the resulting simplification.
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float i_mix =
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0.125 * raw_iq[0] * sin(phase[0]) +
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0.25 * raw_iq[1] * sin(phase[1]) +
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0.375 * raw_iq[2] * sin(phase[2]) +
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0.5 * raw_iq[3] * sin(phase[3]) +
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0.375 * raw_iq[4] * sin(phase[4]) +
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0.25 * raw_iq[5] * sin(phase[5]) +
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0.125 * raw_iq[6] * sin(phase[6]);
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float q_mix =
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0.125 * raw_iq[0] * cos(phase[0]) +
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0.25 * raw_iq[1] * cos(phase[1]) +
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0.375 * raw_iq[2] * cos(phase[2]) +
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0.5 * raw_iq[3] * cos(phase[3]) +
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0.375 * raw_iq[4] * cos(phase[4]) +
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0.25 * raw_iq[5] * cos(phase[5]) +
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0.125 * raw_iq[6] * cos(phase[6]);
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// Convert YIQ back to RGB and output it
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FragColor = pow(yiq2rgba(vec3(y_mix, i_mix, q_mix)),
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vec4(gamma, gamma, gamma, 1.0));
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// TODO/FIXME: having trouble getting scanlines to display properly
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//so just return early
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return;
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// If you're curious to see what the raw composite signal looks like,
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// comment out the above and uncomment the line below instead
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//gl_FragColor = vec4(raw[0], raw[0], raw[0], 1.0);
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// Basic scanlines effect. This is done by multiplying the color against a
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// "half sine" wave so the center is brighter and a narrow outer area in
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// each scanline is noticeable darker.
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// The weird constant in the middle line is 1-sqrt(2)/4 and it's used to
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// make sure that the average multiplied value across the whole screen is 1
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// to preserve the original brightness.
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if (int(scanlines) != 0) {
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float mult = sin(y * TextureSize.y * 3.1415926);
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mult = abs(mult) * 0.5 + 0.646446609;
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FragColor *= vec4(mult, mult, mult, 1.0);
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}
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}
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#endif
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