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-rw-r--r--assets/shaders/ntsc.fs99
1 files changed, 99 insertions, 0 deletions
diff --git a/assets/shaders/ntsc.fs b/assets/shaders/ntsc.fs
new file mode 100644
index 0000000..871565b
--- /dev/null
+++ b/assets/shaders/ntsc.fs
@@ -0,0 +1,99 @@
+#version 330
+
+in vec2 fragTexCoord;
+uniform sampler2D texture0;
+
+vec3 rgb2yiq(vec3 c){
+ return vec3(
+ (0.2989 * c.x + 0.5959 * c.y + 0.2115 * c.z),
+ (0.5870 * c.x - 0.2744 * c.y - 0.5229 * c.z),
+ (0.1140 * c.x - 0.3216 * c.y + 0.3114 * c.z)
+ );
+}
+vec3 yiq2rgb(vec3 c){
+ return vec3(
+ (1.0 * c.x + 1.0 * c.y + 1.0 * c.z),
+ (0.956 * c.x - 0.2720 * c.y - 1.1060 * c.z),
+ (0.6210 * c.x - 0.6474 * c.y + 1.7046 * c.z)
+ );
+}
+
+vec2 Circle(float Start, float Points, float Point){
+ float Rad = (3.141592 * 2.0 * (1.0 / Points)) * (Point + Start);
+ return vec2(-(.3+Rad), cos(Rad));
+}
+
+vec3 Blur(vec2 uv, float f, float d, sampler2D iChannel0){
+ vec2 PixelOffset = vec2(d, 0);
+
+ float Start = 2.0 / 14.0;
+ vec2 Scale = 0.66 * 3.0 * 2.0 * PixelOffset.xy;
+
+ vec3 N0 = texture(iChannel0, uv + Circle(Start, 14.0, 0.0) * Scale).rgb;
+ vec3 N1 = texture(iChannel0, uv + Circle(Start, 14.0, 1.0) * Scale).rgb;
+ vec3 N2 = texture(iChannel0, uv + Circle(Start, 14.0, 2.0) * Scale).rgb;
+ vec3 N3 = texture(iChannel0, uv + Circle(Start, 14.0, 3.0) * Scale).rgb;
+ vec3 N4 = texture(iChannel0, uv + Circle(Start, 14.0, 4.0) * Scale).rgb;
+ vec3 N5 = texture(iChannel0, uv + Circle(Start, 14.0, 5.0) * Scale).rgb;
+ vec3 N6 = texture(iChannel0, uv + Circle(Start, 14.0, 6.0) * Scale).rgb;
+ vec3 N7 = texture(iChannel0, uv + Circle(Start, 14.0, 7.0) * Scale).rgb;
+ vec3 N8 = texture(iChannel0, uv + Circle(Start, 14.0, 8.0) * Scale).rgb;
+ vec3 N9 = texture(iChannel0, uv + Circle(Start, 14.0, 9.0) * Scale).rgb;
+ vec3 N10 = texture(iChannel0, uv + Circle(Start, 14.0, 10.0) * Scale).rgb;
+ vec3 N11 = texture(iChannel0, uv + Circle(Start, 14.0, 11.0) * Scale).rgb;
+ vec3 N12 = texture(iChannel0, uv + Circle(Start, 14.0, 12.0) * Scale).rgb;
+ vec3 N13 = texture(iChannel0, uv + Circle(Start, 14.0, 13.0) * Scale).rgb;
+ vec3 N14 = texture(iChannel0, uv).rgb;
+
+ vec3 clr = N14;
+ float W = 1.0 / 15.0;
+
+ clr =
+ (N0 * W) +
+ (N1 * W) +
+ (N2 * W) +
+ (N3 * W) +
+ (N4 * W) +
+ (N5 * W) +
+ (N6 * W) +
+ (N7 * W) +
+ (N8 * W) +
+ (N9 * W) +
+ (N10 * W) +
+ (N11 * W) +
+ (N12 * W) +
+ (N13 * W) +
+ (N14 * W);
+
+ return clr;
+}
+
+out vec4 finalColor;
+
+void main(){
+ vec2 uv = gl_FragCoord.xy / vec2(textureSize(texture0, 0));
+ vec3 color;
+
+ // Apply blur
+ float d = 0.051;
+ float c = 0.002 * d;
+
+ color.xyz = Blur(uv, 0.0, c + c * (uv.x), texture0);
+ float y = rgb2yiq(color.xyz).r;
+
+ uv.x += 0.01 * d;
+ c *= 6.0;
+ color.xyz = Blur(uv, 0.333, c, texture0);
+ float i = rgb2yiq(color.xyz).g;
+
+ uv.x += 0.005 * d;
+
+ c *= 2.50;
+ color.xyz = Blur(uv, 0.666, c + c * (-uv.x), texture0);
+ float q = rgb2yiq(color.xyz).b;
+
+ color.xyz = yiq2rgb(vec3(y, i, q));
+ color.xyz *= smoothstep(1.0, 0.999, uv.x - .1);
+
+ finalColor = vec4(color, 1.0);
+} \ No newline at end of file