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-rw-r--r--src/effects/ntsc_rgb.wgsl20
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diff --git a/src/effects/ntsc_rgb.wgsl b/src/effects/ntsc_rgb.wgsl
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+// NTSC post-process effect (RGB input): fisheye distortion, scanlines, color bleeding.
+// Input texture is in RGB color space; converted to YIQ for NTSC processing.
+#include "sequence_uniforms"
+#include "render/fullscreen_uv_vs"
+#include "math/noise"
+#include "math/color"
+#include "math/color_c64"
+#include "debug/debug_print"
+
+@group(0) @binding(0) var input_sampler: sampler;
+@group(0) @binding(1) var input_texture: texture_2d<f32>;
+@group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams;
+
+// RGB input: sample texture and convert to luma/chroma/phase
+fn sample_ntsc_signal(uv: vec2f) -> vec4f {
+ let rgba = textureSample(input_texture, input_sampler, uv);
+ return rgba_to_luma_chroma_phase(rgba, uv.y, YSIZE);
+}
+
+#include "render/ntsc_common"