#version 450 // license:BSD-3-Clause // copyright-holders:Ryan Holtz,ImJezze // Adapted from mame_ntsc_encode.slang for SDL3 GPU / Vulkan SPIRV layout(location=0) in vec2 v_uv; layout(location=0) out vec4 FragColor; layout(set=2, binding=0) uniform sampler2D Source; layout(set=3, binding=0) uniform NTSCParams { float source_width; float source_height; float a_value; float b_value; float cc_value; float scan_time; float notch_width; float y_freq; float i_freq; float q_freq; float _pad0; float _pad1; } u; const float PI = 3.1415927; const float PI2 = PI * 2.0; void main() { vec2 source_dims = vec2(u.source_width, u.source_height); // p_value=1: one texel step per sub-sample (no horizontal stretch) vec2 PValueSourceTexel = vec2(1.0, 0.0) / source_dims; vec2 C0 = v_uv + PValueSourceTexel * vec2(0.00, 0.0); vec2 C1 = v_uv + PValueSourceTexel * vec2(0.25, 0.0); vec2 C2 = v_uv + PValueSourceTexel * vec2(0.50, 0.0); vec2 C3 = v_uv + PValueSourceTexel * vec2(0.75, 0.0); vec4 Cx = vec4(C0.x, C1.x, C2.x, C3.x); vec4 Cy = vec4(C0.y, C1.y, C2.y, C3.y); vec4 Texel0 = texture(Source, C0); vec4 Texel1 = texture(Source, C1); vec4 Texel2 = texture(Source, C2); vec4 Texel3 = texture(Source, C3); vec4 HPosition = Cx; vec4 VPosition = Cy; const vec4 YDot = vec4(0.299, 0.587, 0.114, 0.0); const vec4 IDot = vec4(0.595716, -0.274453, -0.321263, 0.0); const vec4 QDot = vec4(0.211456, -0.522591, 0.311135, 0.0); vec4 Y = vec4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot)); vec4 I = vec4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot)); vec4 Q = vec4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot)); float W = PI2 * u.cc_value * u.scan_time; float WoPI = W / PI; float HOffset = u.a_value / WoPI; float VScale = u.b_value * source_dims.y / WoPI; vec4 T = HPosition + vec4(HOffset) + VPosition * vec4(VScale); vec4 TW = T * W; FragColor = Y + I * cos(TW) + Q * sin(TW); }