#version 120 uniform sampler2D DiffuseSampler; uniform sampler2D BaseSampler; varying vec2 texCoord; varying vec2 oneTexel; uniform vec2 InSize; const vec4 Zero = vec4(0.0); const vec4 One = vec4(1.0); const float Pi = 3.1415926535; const float Pi2 = 6.283185307; const vec4 A2 = vec4(1.0); const vec4 B = vec4(0.5); const float P = 1.0; const float CCFrequency = 3.59754545; const float NotchWidth = 2.0; const float NotchUpperFrequency = 3.59754545 + NotchWidth; const float NotchLowerFrequency = 3.59754545 - NotchWidth; const float YFrequency = 6.0; const float IFrequency = 1.2; const float QFrequency = 0.6; const float ScanTime = 52.6; const vec3 YIQ2R = vec3(1.0, 0.956, 0.621); const vec3 YIQ2G = vec3(1.0, -0.272, -0.647); const vec3 YIQ2B = vec3(1.0, -1.106, 1.703); const vec4 MinC = vec4(-1.1183); const vec4 CRange = vec4(3.2366); const float Pi2Length = Pi2 / 83.0; const vec4 NotchOffset = vec4(0.0, 1.0, 2.0, 3.0); const vec4 W = vec4(Pi2 * CCFrequency * ScanTime); void main() { vec4 YAccum = Zero; vec4 IAccum = Zero; vec4 QAccum = Zero; float QuadXSize = InSize.x * 4.0; float TimePerSample = ScanTime / QuadXSize; // Frequency cutoffs for the individual portions of the signal that we extract. // Y1 and Y2 are the positive and negative frequency limits of the notch filter on Y. // Y3 is the center of the frequency response of the Y filter. // I is the center of the frequency response of the I filter. // Q is the center of the frequency response of the Q filter. float Fc_y1 = NotchLowerFrequency * TimePerSample; float Fc_y2 = NotchUpperFrequency * TimePerSample; float Fc_y3 = YFrequency * TimePerSample; float Fc_i = IFrequency * TimePerSample; float Fc_q = QFrequency * TimePerSample; float Pi2Fc_y1 = Fc_y1 * Pi2; float Pi2Fc_y2 = Fc_y2 * Pi2; float Pi2Fc_y3 = Fc_y3 * Pi2; float Pi2Fc_i = Fc_i * Pi2; float Pi2Fc_q = Fc_q * Pi2; float Fc_y1_2 = Fc_y1 * 2.0; float Fc_y2_2 = Fc_y2 * 2.0; float Fc_y3_2 = Fc_y3 * 2.0; float Fc_i_2 = Fc_i * 2.0; float Fc_q_2 = Fc_q * 2.0; vec4 CoordY = vec4(texCoord.y); vec4 BaseTexel = texture2D(DiffuseSampler, texCoord); // 83 composite samples wide, 4 composite pixels per texel for (float n = -41.0; n < 42.0; n += 4.0) { vec4 n4 = n + NotchOffset; vec4 CoordX = texCoord.x + oneTexel.x * n4 * 0.25; vec2 TexCoord = vec2(CoordX.x, CoordY.y); vec4 C = texture2D(DiffuseSampler, TexCoord) * CRange + MinC; vec4 WT = W * (CoordX + A2 * CoordY * InSize.y + B); vec4 Cosine = 0.54 + 0.46 * cos(Pi2Length * n4); vec4 SincYIn1 = Pi2Fc_y1 * n4; vec4 SincYIn2 = Pi2Fc_y2 * n4; vec4 SincYIn3 = Pi2Fc_y3 * n4; vec4 SincY1 = sin(SincYIn1) / SincYIn1; vec4 SincY2 = sin(SincYIn2) / SincYIn2; vec4 SincY3 = sin(SincYIn3) / SincYIn3; // These zero-checks could be made more efficient, but we are trying to support // downlevel GLSL if(SincYIn1.x == 0.0) SincY1.x = 1.0; if(SincYIn1.y == 0.0) SincY1.y = 1.0; if(SincYIn1.z == 0.0) SincY1.z = 1.0; if(SincYIn1.w == 0.0) SincY1.w = 1.0; if(SincYIn2.x == 0.0) SincY2.x = 1.0; if(SincYIn2.y == 0.0) SincY2.y = 1.0; if(SincYIn2.z == 0.0) SincY2.z = 1.0; if(SincYIn2.w == 0.0) SincY2.w = 1.0; if(SincYIn3.x == 0.0) SincY3.x = 1.0; if(SincYIn3.y == 0.0) SincY3.y = 1.0; if(SincYIn3.z == 0.0) SincY3.z = 1.0; if(SincYIn3.w == 0.0) SincY3.w = 1.0; vec4 IdealY = (Fc_y1_2 * SincY1 - Fc_y2_2 * SincY2) + Fc_y3_2 * SincY3; vec4 FilterY = Cosine * IdealY; vec4 SincIIn = Pi2Fc_i * n4; vec4 SincI = sin(SincIIn) / SincIIn; if(SincIIn.x == 0.0) SincI.x = 1.0; if(SincIIn.y == 0.0) SincI.y = 1.0; if(SincIIn.z == 0.0) SincI.z = 1.0; if(SincIIn.w == 0.0) SincI.w = 1.0; vec4 IdealI = Fc_i_2 * SincI; vec4 FilterI = Cosine * IdealI; vec4 SincQIn = Pi2Fc_q * n4; vec4 SincQ = sin(SincQIn) / SincQIn; if(SincQIn.x == 0.0) SincQ.x = 1.0; if(SincQIn.y == 0.0) SincQ.y = 1.0; if(SincQIn.z == 0.0) SincQ.z = 1.0; if(SincQIn.w == 0.0) SincQ.w = 1.0; vec4 IdealQ = Fc_q_2 * SincQ; vec4 FilterQ = Cosine * IdealQ; YAccum += C * FilterY; IAccum += C * cos(WT) * FilterI; QAccum += C * sin(WT) * FilterQ; } float Y = dot(YAccum, One); float I = dot(IAccum, One) * 2.0; float Q = dot(QAccum, One) * 2.0; vec3 YIQ = vec3(Y, I, Q); vec3 OutRGB = vec3(dot(YIQ, YIQ2R), dot(YIQ, YIQ2G), dot(YIQ, YIQ2B)); gl_FragColor = vec4(OutRGB, 1.0); }