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https://github.com/RetroDECK/Duckstation.git
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c1976f4b53
- A shader that apply NTSC effects. Can be used in a stack with crt shaders.
438 lines
15 KiB
HLSL
438 lines
15 KiB
HLSL
#include "ReShade.fxh"
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// NTSC-Adaptive-Lite - Faster for 2-Phase games (only 15 taps!)
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// based on Themaister's NTSC shader
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uniform int quality <
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ui_type = "combo";
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ui_items = "Custom\0Svideo\0Composite\0RF\0";
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ui_label = "NTSC Preset";
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> = 2;
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uniform bool ntsc_fields <
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ui_type = "radio";
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ui_label = "NTSC Merge Fields";
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> = false;
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uniform int ntsc_phase <
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ui_type = "combo";
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ui_items = "Auto\0(2-Phase)\0(3-Phase)\0";
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ui_label = "NTSC Phase";
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> = 0;
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uniform float ntsc_scale <
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ui_type = "drag";
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ui_min = 0.20;
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ui_max = 3.0;
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ui_step = 0.05;
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ui_label = "NTSC Resolution Scaling";
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> = 1.0;
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uniform float ntsc_sat <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 2.0;
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ui_step = 0.01;
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ui_label = "NTSC Color Saturation";
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> = 1.0;
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uniform float ntsc_bright <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 1.5;
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ui_step = 0.01;
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ui_label = "NTSC Brightness";
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> = 1.0;
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uniform float cust_fringing <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 5.0;
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ui_step = 0.1;
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ui_label = "NTSC Custom Fringing Value";
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> = 0.0;
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uniform float cust_artifacting <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 5.0;
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ui_step = 0.1;
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ui_label = "NTSC Custom Artifacting Value";
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> = 0.0;
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uniform float chroma_scale <
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ui_type = "drag";
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ui_min = 0.2;
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ui_max = 4.0;
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ui_step = 0.1;
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ui_label = "NTSC Chroma Scaling";
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> = 1.0;
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uniform float ntsc_artifacting_rainbow <
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ui_type = "drag";
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ui_min = -1.0;
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ui_max = 1.0;
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ui_step = 0.1;
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ui_label = "NTSC Artifacting Rainbow Effect";
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> = 0.0;
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uniform bool linearize <
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ui_type = "radio";
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ui_label = "NTSC Linearize Output Gamma";
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> = false;
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uniform float FrameCount < source = "framecount"; >;
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uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
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uniform float BufferWidth < source = "bufferwidth"; >;
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uniform float BufferHeight < source = "bufferheight"; >;
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// RGB16f is the same as float_framebuffer.
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texture2D tNTSC_P0 < pooled = false; > {Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;};
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sampler2D sNTSC_P0{Texture=tNTSC_P0;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=LINEAR;MinFilter=LINEAR;};
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#define PI 3.14159265
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#define OutputSize float2(BufferWidth,BufferHeight)
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struct ST_VertexOut
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{
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float2 pix_no : TEXCOORD1;
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float phase : TEXCOORD2;
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float BRIGHTNESS : TEXCOORD3;
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float SATURATION : TEXCOORD4;
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float FRINGING : TEXCOORD5;
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float ARTIFACTING : TEXCOORD6;
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float CHROMA_MOD_FREQ : TEXCOORD7;
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float MERGE : TEXCOORD8;
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};
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// Vertex shader generating a triangle covering the entire screen
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void VS_NTSC_ADAPTIVE_P0(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 TexCoord : TEXCOORD, out ST_VertexOut vVARS)
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{
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TexCoord.x = (id == 2) ? 2.0 : 0.0;
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TexCoord.y = (id == 1) ? 2.0 : 0.0;
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position = float4(TexCoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
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float res = ntsc_scale;
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float OriginalSize = 1.0/NormalizedNativePixelSize.x;
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float2 SourceSize = 1.0/NormalizedNativePixelSize;
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if (res < 1.0) vVARS.pix_no = TexCoord * SourceSize.xy * (res * OutputSize.xy / SourceSize.xy); else
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vVARS.pix_no = TexCoord * SourceSize.xy * ( OutputSize.xy / SourceSize.xy);
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vVARS.phase = (ntsc_phase < 1) ? ((OriginalSize > 300.0) ? 2.0 : 3.0) : ((ntsc_phase > 2) ? 3.0 : 2.0);
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float Quality = float(quality-1);
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res = max(res, 1.0);
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vVARS.CHROMA_MOD_FREQ = (vVARS.phase < 2.5) ? (4.0 * PI / 15.0) : (PI / 3.0);
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vVARS.ARTIFACTING = (Quality > -0.5) ? Quality * 0.5*(res+1.0) : cust_artifacting;
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vVARS.FRINGING = (Quality > -0.5) ? Quality : cust_fringing;
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vVARS.SATURATION = ntsc_sat;
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vVARS.BRIGHTNESS = ntsc_bright;
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vVARS.pix_no.x = vVARS.pix_no.x * res;
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vVARS.MERGE = (Quality == 2.0 || vVARS.phase < 2.5) ? 0.0 : 1.0;
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vVARS.MERGE = (Quality == -1.0) ? float(ntsc_fields == true) : vVARS.MERGE;
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}
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#define mix_mat float3x3(vVARS.BRIGHTNESS, vVARS.FRINGING, vVARS.FRINGING, vVARS.ARTIFACTING, 2.0 * vVARS.SATURATION, 0.0, vVARS.ARTIFACTING, 0.0, 2.0 * vVARS.SATURATION)
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static const float3x3 yiq2rgb_mat = float3x3(
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1.0, 0.956, 0.6210,
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1.0, -0.2720, -0.6474,
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1.0, -1.1060, 1.7046);
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float3 yiq2rgb(float3 yiq)
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{
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return mul(yiq2rgb_mat, yiq);
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}
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static const float3x3 yiq_mat = float3x3(
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0.2989, 0.5870, 0.1140,
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0.5959, -0.2744, -0.3216,
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0.2115, -0.5229, 0.3114
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);
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float3 rgb2yiq(float3 col)
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{
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return mul(yiq_mat, col);
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}
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static const float3 Y = float3( 0.299, 0.587, 0.114);
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float df3(float3 a, float3 b, float3 c)
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{
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return dot(smoothstep(0.0, 0.56, 3.0*(b - a) * (b - c)), Y);
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}
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float4 PS_NTSC_ADAPTIVE_P0(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD, in ST_VertexOut vVARS) : SV_Target
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{
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float3 col = tex2D(ReShade::BackBuffer, vTexCoord).rgb;
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float3 yiq = rgb2yiq(col);
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float3 yiq2 = yiq;
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float4 SourceSize = float4(1.0/NormalizedNativePixelSize, NormalizedNativePixelSize);
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float mod1 = 2.0;
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float mod2 = 3.0;
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float2 dx = float2(1.0, 0.0)*SourceSize.zw;
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float2 dy = float2(0.0, 1.0)*SourceSize.zw;
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float3 C = tex2D(ReShade::BackBuffer, vTexCoord ).xyz;
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float3 L = tex2D(ReShade::BackBuffer, vTexCoord -dx).xyz;
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float3 R = tex2D(ReShade::BackBuffer, vTexCoord +dx).xyz;
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float3 U = tex2D(ReShade::BackBuffer, vTexCoord -dy).xyz;
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float3 D = tex2D(ReShade::BackBuffer, vTexCoord +dy).xyz;
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float3 UL = tex2D(ReShade::BackBuffer, vTexCoord -dx -dy).xyz;
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float3 UR = tex2D(ReShade::BackBuffer, vTexCoord +dx -dy).xyz;
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float3 DL = tex2D(ReShade::BackBuffer, vTexCoord -dx +dy).xyz;
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float3 DR = tex2D(ReShade::BackBuffer, vTexCoord +dx +dy).xyz;
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float hori = step(0.01,(df3(L, C, R) * df3(UL, U, UR) * df3(DL, D, DR)));
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float vert = 1.0 - step(0.01,(df3(U, C, D) * df3(UL, L, DL) * df3(UR, R, DR)));
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float blend = hori * vert * ntsc_artifacting_rainbow;
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if (vVARS.MERGE > 0.5)
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{
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float chroma_phase2 = (vVARS.phase < 2.5) ? PI * ((vVARS.pix_no.y % mod1) + ((FrameCount+1.) % 2.)) : 0.6667 * PI * ((vVARS.pix_no.y % mod2) + ((FrameCount+1.) % 2.));
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float mod_phase2 = (blend + 1.0) * chroma_phase2 + vVARS.pix_no.x * vVARS.CHROMA_MOD_FREQ;
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float i_mod2 = cos(mod_phase2);
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float q_mod2 = sin(mod_phase2);
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yiq2.yz *= float2(i_mod2, q_mod2); // Modulate.
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yiq2 = mul(mix_mat, yiq2); // Cross-talk.
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yiq2.yz *= float2(i_mod2, q_mod2); // Demodulate.
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}
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float chroma_phase = (vVARS.phase < 2.5) ? PI * ((vVARS.pix_no.y % mod1) + ((FrameCount+1.) % 2.)) : 0.6667 * PI * ((vVARS.pix_no.y % mod2) + ((FrameCount+1.) % 2.));
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float mod_phase = (blend + 1.0) * chroma_phase + vVARS.pix_no.x * vVARS.CHROMA_MOD_FREQ;
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float i_mod = cos(mod_phase);
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float q_mod = sin(mod_phase);
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yiq.yz *= float2(i_mod, q_mod); // Modulate.
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yiq = mul(mix_mat, yiq); // Cross-talk.
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yiq.yz *= float2(i_mod, q_mod); // Demodulate.
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yiq = (vVARS.MERGE < 0.5) ? yiq : 0.5*(yiq+yiq2);
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return float4(yiq, 1.0);
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}
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// Vertex shader generating a triangle covering the entire screen
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void VS_NTSC_ADAPTIVE_P1(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 TexCoord : TEXCOORD)
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{
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TexCoord.x = (id == 2) ? 2.0 : 0.0;
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TexCoord.y = (id == 1) ? 2.0 : 0.0;
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position = float4(TexCoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
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}
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float3 fetch_offset(sampler2D Source, float2 tex, float offset, float2 one_x)
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{
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/* Insert chroma scaling. Thanks to guest.r ideas. */
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float3 yiq;
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yiq.x = tex2D(Source, tex + float2((offset) * (one_x.x), 0.0)).x;
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yiq.yz = tex2D(Source, tex + float2((offset) * (one_x.y), 0.0)).yz;
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return yiq;
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/* Old code
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return texture(Source, vTexCoord + float2((offset) * (one_x), 0.0)).xyz;
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*/
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}
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/* These are accurate and normalized coeffs. */
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static const int TAPS_3_phase = 24;
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static const float luma_filter_3_phase[25] = {
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-0.0000120203033684164,
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-0.0000221465589348544,
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-0.0000131553320142694,
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-0.0000120203033684164,
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-0.0000499802614018372,
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-0.000113942875690297,
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-0.000122153082899506,
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-5.61214E-06,
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0.000170520303591422,
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0.000237204986579451,
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0.000169644281482376,
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0.000285695210375719,
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0.000984598849305758,
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0.0020187339488074,
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0.00200232553469184,
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-0.000909904964181485,
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-0.00704925890919635,
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-0.0132231937269633,
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-0.0126072491817548,
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0.00246092210875218,
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0.0358691302651096,
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0.0840185734607569,
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0.135566921437963,
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0.175265691355518,
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0.190181351796957};
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/* These are accurate and normalized coeffs. */
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static const float chroma_filter_3_phase[25] = {
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-0.000135741056915795,
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-0.000568115749081878,
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-0.00130605691082327,
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-0.00231369942971182,
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-0.00350569685928248,
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-0.00474731062446688,
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-0.00585980203774502,
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-0.00663114046295865,
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-0.00683148404964774,
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-0.00623234997205773,
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-0.00462792764511295,
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-0.00185665431957684,
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0.00217899013894782,
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0.00749647783836479,
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0.0140227874371299,
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0.021590863169257,
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0.0299437436530477,
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0.0387464461271303,
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0.0476049759842373,
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0.0560911497485196,
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0.0637713405314321,
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0.0702368383153846,
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0.0751333078160781,
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0.0781868487834974,
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0.0792244191487085};
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/* These are accurate and normalized coeffs. Though they don't produce ideal smooth vertical lines transparency. */
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static const int TAPS_2_phase = 15;
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static const float luma_filter_2_phase[16] = {
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0.00134372867555492,
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0.00294231678339247,
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0.00399617683765551,
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0.00303632635732925,
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-0.00110556727614119,
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-0.00839970341605087,
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-0.0169515379999301,
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-0.0229874881474188,
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-0.0217113019865528,
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-0.00889151239892142,
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0.0173269874254282,
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0.0550969075027442,
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0.098655909675851,
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0.139487291941771,
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0.168591277052964,
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0.17914037794465};
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/* These are accurate and normalized coeffs. */
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static const float chroma_filter_2_phase[16] = {
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0.00406084767413046,
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0.00578573638571078,
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0.00804447474387669,
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0.0109152541019797,
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0.0144533032717188,
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0.0186765858322351,
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0.0235518468184291,
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0.0289834149989225,
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0.034807373222651,
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0.0407934139180355,
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0.0466558344725586,
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0.0520737649339226,
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0.0567190701585739,
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0.0602887575746322,
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0.0625375226221969,
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0.0633055985408521};
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float4 PS_NTSC_ADAPTIVE_P1(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD) : SV_Target
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{
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float4 SourceSize = float4(BufferWidth, 1.0/NormalizedNativePixelSize.y, 1.0/BufferWidth, NormalizedNativePixelSize.y);
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float res = ntsc_scale;
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float OriginalSize = 1.0/NormalizedNativePixelSize.x;
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float3 signal = float3(0.0, 0.0, 0.0);
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float phase = (ntsc_phase < 1) ? ((OriginalSize > 300.0) ? 2.0 : 3.0) : ((ntsc_phase > 1) ? 3.0 : 2.0);
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float chroma_scale = phase > 2.5 ? min(chroma_scale, 2.2) : chroma_scale/2.0;
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float2 one_x = (SourceSize.z / res) * float2(1.0, 1.0 / chroma_scale);
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float2 tex = vTexCoord;
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if(phase < 2.5)
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{
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float3 sums = fetch_offset(sNTSC_P0, tex, 0.0 - 15.0, one_x) + fetch_offset(sNTSC_P0, tex, 15.0 - 0.0, one_x);
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signal += sums * float3(luma_filter_2_phase[0], chroma_filter_2_phase[0], chroma_filter_2_phase[0]);
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sums = fetch_offset(sNTSC_P0, tex, 1.0 - 15.0, one_x) + fetch_offset(sNTSC_P0, tex, 15.0 - 1.0, one_x);
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signal += sums * float3(luma_filter_2_phase[1], chroma_filter_2_phase[1], chroma_filter_2_phase[1]);
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sums = fetch_offset(sNTSC_P0, tex, 2.0 - 15.0, one_x) + fetch_offset(sNTSC_P0, tex, 15.0 - 2.0, one_x);
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signal += sums * float3(luma_filter_2_phase[2], chroma_filter_2_phase[2], chroma_filter_2_phase[2]);
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sums = fetch_offset(sNTSC_P0, tex, 3.0 - 15.0, one_x) + fetch_offset(sNTSC_P0, tex, 15.0 - 3.0, one_x);
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signal += sums * float3(luma_filter_2_phase[3], chroma_filter_2_phase[3], chroma_filter_2_phase[3]);
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sums = fetch_offset(sNTSC_P0, tex, 4.0 - 15.0, one_x) + fetch_offset(sNTSC_P0, tex, 15.0 - 4.0, one_x);
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signal += sums * float3(luma_filter_2_phase[4], chroma_filter_2_phase[4], chroma_filter_2_phase[4]);
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sums = fetch_offset(sNTSC_P0, tex, 5.0 - 15.0, one_x) + fetch_offset(sNTSC_P0, tex, 15.0 - 5.0, one_x);
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signal += sums * float3(luma_filter_2_phase[5], chroma_filter_2_phase[5], chroma_filter_2_phase[5]);
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sums = fetch_offset(sNTSC_P0, tex, 6.0 - 15.0, one_x) + fetch_offset(sNTSC_P0, tex, 15.0 - 6.0, one_x);
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signal += sums * float3(luma_filter_2_phase[6], chroma_filter_2_phase[6], chroma_filter_2_phase[6]);
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sums = fetch_offset(sNTSC_P0, tex, 7.0 - 15.0, one_x) + fetch_offset(sNTSC_P0, tex, 15.0 - 7.0, one_x);
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signal += sums * float3(luma_filter_2_phase[7], chroma_filter_2_phase[7], chroma_filter_2_phase[7]);
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sums = fetch_offset(sNTSC_P0, tex, 8.0 - 15.0, one_x) + fetch_offset(sNTSC_P0, tex, 15.0 - 8.0, one_x);
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signal += sums * float3(luma_filter_2_phase[8], chroma_filter_2_phase[8], chroma_filter_2_phase[8]);
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sums = fetch_offset(sNTSC_P0, tex, 9.0 - 15.0, one_x) + fetch_offset(sNTSC_P0, tex, 15.0 - 9.0, one_x);
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signal += sums * float3(luma_filter_2_phase[9], chroma_filter_2_phase[9], chroma_filter_2_phase[9]);
|
|
sums = fetch_offset(sNTSC_P0, tex, 10.0 - 15.0, one_x) + fetch_offset(sNTSC_P0, tex, 15.0 - 10.0, one_x);
|
|
signal += sums * float3(luma_filter_2_phase[10], chroma_filter_2_phase[10], chroma_filter_2_phase[10]);
|
|
sums = fetch_offset(sNTSC_P0, tex, 11.0 - 15.0, one_x) + fetch_offset(sNTSC_P0, tex, 15.0 - 11.0, one_x);
|
|
signal += sums * float3(luma_filter_2_phase[11], chroma_filter_2_phase[11], chroma_filter_2_phase[11]);
|
|
sums = fetch_offset(sNTSC_P0, tex, 12.0 - 15.0, one_x) + fetch_offset(sNTSC_P0, tex, 15.0 - 12.0, one_x);
|
|
signal += sums * float3(luma_filter_2_phase[12], chroma_filter_2_phase[12], chroma_filter_2_phase[12]);
|
|
sums = fetch_offset(sNTSC_P0, tex, 13.0 - 15.0, one_x) + fetch_offset(sNTSC_P0, tex, 15.0 - 13.0, one_x);
|
|
signal += sums * float3(luma_filter_2_phase[13], chroma_filter_2_phase[13], chroma_filter_2_phase[13]);
|
|
sums = fetch_offset(sNTSC_P0, tex, 14.0 - 15.0, one_x) + fetch_offset(sNTSC_P0, tex, 15.0 - 14.0, one_x);
|
|
signal += sums * float3(luma_filter_2_phase[14], chroma_filter_2_phase[14], chroma_filter_2_phase[14]);
|
|
|
|
signal += tex2D(sNTSC_P0, vTexCoord).xyz *
|
|
float3(luma_filter_2_phase[TAPS_2_phase], chroma_filter_2_phase[TAPS_2_phase], chroma_filter_2_phase[TAPS_2_phase]);
|
|
}
|
|
else if(phase > 2.5)
|
|
{
|
|
for (int i = 0; i < TAPS_3_phase; i++)
|
|
{
|
|
float offset = float(i);
|
|
|
|
float3 sums = fetch_offset(sNTSC_P0, tex, offset - float(TAPS_3_phase), one_x) +
|
|
fetch_offset(sNTSC_P0, tex, float(TAPS_3_phase) - offset, one_x);
|
|
signal += sums * float3(luma_filter_3_phase[i], chroma_filter_3_phase[i], chroma_filter_3_phase[i]);
|
|
}
|
|
signal += tex2D(sNTSC_P0, vTexCoord).xyz *
|
|
float3(luma_filter_3_phase[TAPS_3_phase], chroma_filter_3_phase[TAPS_3_phase], chroma_filter_3_phase[TAPS_3_phase]);
|
|
}
|
|
|
|
float3 rgb = yiq2rgb(signal);
|
|
|
|
if(linearize == false) return float4(rgb, 1.0);
|
|
else return pow(float4(rgb, 1.0), float4(2.2, 2.2, 2.2, 2.2));
|
|
}
|
|
|
|
technique NTSC_ADAPTIVE
|
|
{
|
|
pass
|
|
{
|
|
VertexShader = VS_NTSC_ADAPTIVE_P0;
|
|
PixelShader = PS_NTSC_ADAPTIVE_P0;
|
|
RenderTarget = tNTSC_P0;
|
|
}
|
|
pass
|
|
{
|
|
VertexShader = PostProcessVS;
|
|
PixelShader = PS_NTSC_ADAPTIVE_P1;
|
|
}
|
|
}
|