From 3547424b8c5f3884f84d16fb3f08b47965d62428 Mon Sep 17 00:00:00 2001 From: skal Date: Tue, 10 Mar 2026 20:42:32 +0100 Subject: ntsc: factor common code into snippet; add RGB and YIQ input variants - Extract shared NTSC logic into render/ntsc_common.wgsl snippet - sample_ntsc_signal() hook decouples input format from processing - ntsc_rgb.wgsl: RGB input (converts via rgba_to_luma_chroma_phase) - ntsc_yiq.wgsl: YIQ passthrough for RotatingCube output - Add NtscYiq WgslEffect thin wrapper; register both in tests handoff(Claude): NTSC refactor complete; NtscYiq ready for timeline use with RotatingCube. Co-Authored-By: Claude Sonnet 4.6 --- PROJECT_CONTEXT.md | 2 +- doc/COMPLETED.md | 2 +- src/effects/ntsc.wgsl | 160 ------------------------------------ src/effects/ntsc_effect.h | 14 +++- src/effects/ntsc_rgb.wgsl | 20 +++++ src/effects/ntsc_yiq.wgsl | 19 +++++ src/effects/shaders.cc | 5 +- src/effects/shaders.h | 3 +- src/shaders/render/ntsc_common.wgsl | 143 ++++++++++++++++++++++++++++++++ src/tests/gpu/test_demo_effects.cc | 3 + workspaces/main/assets.txt | 4 +- 11 files changed, 208 insertions(+), 167 deletions(-) delete mode 100644 src/effects/ntsc.wgsl create mode 100644 src/effects/ntsc_rgb.wgsl create mode 100644 src/effects/ntsc_yiq.wgsl create mode 100644 src/shaders/render/ntsc_common.wgsl diff --git a/PROJECT_CONTEXT.md b/PROJECT_CONTEXT.md index 93e67ca..6b4468f 100644 --- a/PROJECT_CONTEXT.md +++ b/PROJECT_CONTEXT.md @@ -34,7 +34,7 @@ - **Timing System:** **Beat-based timelines** for musical synchronization. Sequences defined in beats, converted to seconds at runtime. Effects receive both physical time (constant) and beat time (musical). Variable tempo affects audio only. See `doc/BEAT_TIMING.md`. - **Workspace system:** Multi-workspace support. Easy switching with `-DDEMO_WORKSPACE=`. Organized structure: `music/`, `weights/`, `obj/`, `shaders/`. Shared common shaders in `src/shaders/`. See `doc/WORKSPACE_SYSTEM.md`. - **Audio:** Sample-accurate sync. Zero heap allocations per frame. Variable tempo. OLA-IDCT synthesis (v2 .spec): Hann analysis window, rectangular synthesis, 50% overlap, click-free. V1 (raw DCT-512) preserved for generated notes. .spec files regenerated as v2. -- **Shaders:** Parameterized effects (UniformHelper, .seq syntax). Beat-synchronized animation support (`beat_time`, `beat_phase`). Modular WGSL composition with ShaderComposer. 27 shared common shaders (math, render, compute). Reusable snippets: `render/scratch_lines`, `math/color` (YIQ/NTSC), `math/color_c64` (C64 palette, Bayer dither, border animation). +- **Shaders:** Parameterized effects (UniformHelper, .seq syntax). Beat-synchronized animation support (`beat_time`, `beat_phase`). Modular WGSL composition with ShaderComposer. 27 shared common shaders (math, render, compute). Reusable snippets: `render/scratch_lines`, `render/ntsc_common` (NTSC signal processing, RGB and YIQ input variants via `sample_ntsc_signal` hook), `math/color` (YIQ/NTSC), `math/color_c64` (C64 palette, Bayer dither, border animation). - **3D:** Hybrid SDF/rasterization with BVH. Binary scene loader. Blender pipeline. - **Effects:** CNN post-processing: CNNEffect (v1) and CNNv2Effect operational. CNN v2: sigmoid activation, storage buffer weights (~3.2 KB), 7D static features, dynamic layers. Training stable, convergence validated. - **Tools:** CNN test tool operational. Texture readback utility functional. Timeline editor (web-based, beat-aligned, audio playback). diff --git a/doc/COMPLETED.md b/doc/COMPLETED.md index 2e229cb..9299a93 100644 --- a/doc/COMPLETED.md +++ b/doc/COMPLETED.md @@ -31,7 +31,7 @@ Completed task archive. See `doc/archive/` for detailed historical documents. ## March 2026 -- [x] **NTSC post-process effect** — Fisheye distortion + NTSC scan-line simulation as `WgslEffect` thin wrapper. Files: `src/effects/ntsc.wgsl`, `ntsc_effect.h`. Tests: 35/35. +- [x] **NTSC post-process effect** — Fisheye distortion + NTSC scan-line simulation as `WgslEffect` thin wrappers. Common logic in `render/ntsc_common` snippet (`sample_ntsc_signal` hook). Two variants: `ntsc_rgb.wgsl` (RGB→YIQ internally, `Ntsc`) and `ntsc_yiq.wgsl` (YIQ passthrough, `NtscYiq`, for RotatingCube output). Files: `src/effects/ntsc_rgb.wgsl`, `ntsc_yiq.wgsl`, `src/shaders/render/ntsc_common.wgsl`, `ntsc_effect.h`. Tests: 36/36. - [x] **Scratch post-process effect** — Film-scratch overlay effect. Scratch logic extracted into reusable snippet `src/shaders/render/scratch_lines.wgsl` (`#include "render/scratch_lines"`). Applied to first two timeline sequences. Tests: 35/35. diff --git a/src/effects/ntsc.wgsl b/src/effects/ntsc.wgsl deleted file mode 100644 index 3ee02bc..0000000 --- a/src/effects/ntsc.wgsl +++ /dev/null @@ -1,160 +0,0 @@ -// NTSC post-process effect: fisheye distortion, scanlines, and color bleeding. -// Produces a retro CRT/NTSC look using YIQ color space and C64-style dithering. -#include "sequence_uniforms" -#include "render/fullscreen_uv_vs" -#include "math/noise" -#include "math/color" -#include "math/color_c64" -#include "debug/debug_print" - -const PI = 3.14159265; -const TAU = 6.28318530718; - -const XSIZE = 54.0 * 8.; -const YSIZE = 33.0 * 8.; -const SCAN_FLICKER = 2.33; -const X_INTERFERENCE = 1.1; -const Y_INTERFERENCE = 0.101; -const LUMA_BRIGHTNESS = 1.1; -const CHROMA_SATURATION = 1.6; -const BLUR_SIZE = 0.2; -const LUMA_BLUR = 1.7; -const CHROMA_BLUR = 0.7; -const CHROMA_SIZE = 6.0; -const SUB_CARRIER = 2.1; -const CROSS_TALK = 0.1; -const CROSS_Y_INTERFERENCE = 30.; -const CHROMA_MOD_FREQ = (0.4 * PI); - - -@group(0) @binding(0) var input_sampler: sampler; -@group(0) @binding(1) var input_texture: texture_2d; -@group(0) @binding(2) var uniforms: UniformsSequenceParams; - -// Barrel (fisheye) distortion: strength > 0 = barrel, < 0 = pincushion -fn fisheye(uv: vec2f, scale: f32) -> vec2f { - const strength = vec2f(0.1, 0.24); - return uv * (1.0 + scale * strength * (uv * uv).yx) * 0.60 + .50; -} - -fn vignette(uv: vec2f) -> f32 { - const vignetteRounding = 160.0; - const vignetteSmoothness = 0.7; - let uv2 = 2.0 * uv - 1.0; - let amount = 1.0 - sqrt(pow(abs(uv2.x), vignetteRounding) + pow(abs(uv2.y), vignetteRounding)); - return smoothstep(0., vignetteSmoothness, amount); -} - -// returns Luma, chroma subcarrier level, phase, transparency -fn get_luma_chroma_phase_a(uv: vec2f) -> vec4f { - let rgba = textureSample(input_texture, input_sampler, uv); - return rgba_to_luma_chroma_phase(rgba, uv.y, YSIZE); -} - -fn get_value(uv: vec2f, off: f32, yscale: f32) -> vec4f { - return get_luma_chroma_phase_a(uv + off * vec2f(1., yscale)); -} - -fn peak(y: f32, ypos: f32, scale: f32) -> f32 { - return clamp((y - 1.) * scale * log(abs(y - ypos)), 0.0, 1.0); -} - -// 6-taps Luma horizontal filtering -// fs = 3.84 MHz (Nyquist 1.92 MHz) -// Passband: 0–2.8 MHz -// Stopband: 3.4–3.84 MHz (>20 dB atten.) -// => firpm(12, [0 2.8/3.842 3.4/3.842 1], [1 1 0 0]) -const luma_filter = array( - 0.0102, 0.0214, 0.0387, -0.0018, -0.0785, -0.1572, - -0.1698, - 0.1275, 0.4924, 0.5381, 0.4924, 0.1275, -0.1698 -); -// Chroma: -// fs = 3.84 MHz -// Passband: 3.3–3.7 MHz (around fsc) -// Stopbands: 0–2.5 MHz (>40 dB) and 3.9+ MHz -// => firpm(12, [0 2.5/1.92 3.3/1.92 3.7/1.92 1], [0 0 1 1 0]) -const chroma_filter = array( - -0.0123, -0.0456, -0.0892, 0.0234, 0.1678, 0.2984, - 0.3456, - 0.0000, 0.3456, 0.2984, 0.1678, 0.0234, -0.0892 -); - -fn get_signal(uv: vec2f, d: f32) -> vec4f { - var signal = vec4f(0.0); - for (var i = 0; i <= 12; i += 1) { - let offset = f32(i) - 6.0; - let suml = luma_filter[i] * get_value(uv, offset * d, 0.67); - let sumc = chroma_filter[i] * get_value(uv, offset * d * CHROMA_SIZE, 0.67); - signal += vec4f(suml.x, sumc.y, sumc.z, suml.a); - } - let base = get_luma_chroma_phase_a(uv); - return mix(signal, base, vec4f(LUMA_BLUR, CHROMA_BLUR, CHROMA_BLUR, 1.)); -} - -fn randomized_f32(p: vec2f, t: f32) -> f32 { - return hash_2f_alt(vec2f(p * 0.152 + t * 1500. + 50.0)); -} - -@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { - let t = uniforms.time; - let bt = uniforms.beat_phase; - - // Fisheye/barrel distortion - var uv = fisheye(in.st, 0.18); - let mframe = sin(bt * 32.) * 1.2; - uv.y += mframe * SCAN_FLICKER / uniforms.resolution.y; // flicker at target resolution - - // interference - let cur_line = round(uv.y * YSIZE); - var r = randomized_f32(vec2f(0.0, cur_line), uniforms.time); - if (r > 0.995) { r *= 3.0; } - - let x_interf = X_INTERFERENCE * r / XSIZE; - let y_interf = Y_INTERFERENCE * r * peak(uv.y, 0.2, 0.03); - uv.x += x_interf - y_interf; - - // luma fringing - let d = (BLUR_SIZE + y_interf * 100.0) / XSIZE; - var signal = get_signal(uv, d); - - // luma / chroma saturation - let lchroma = signal.y * CHROMA_SATURATION; - let phase = signal.z * TAU; - signal.x *= LUMA_BRIGHTNESS; - signal.y = lchroma * sin(phase); - signal.z = lchroma * cos(phase); - - // color subcarrier signal, crosstalk - let chroma_phase = t * 60.0 * PI * 0.6667; - let mod_phase = chroma_phase + dot(uv, vec2f(1.0, 0.1)) * CHROMA_MOD_FREQ * XSIZE * 2.0; - let scarrier = SUB_CARRIER * lchroma; - let i_mod = cos(mod_phase); - let q_mod = sin(mod_phase); - - signal.x *= 1.0 + CROSS_TALK * scarrier * q_mod - y_interf * CROSS_Y_INTERFERENCE; - signal.y *= 1.0 + scarrier * i_mod; - signal.z *= 1.0 + scarrier * q_mod; - - // convert back to rgb - var col = yiqa_to_rgba(signal); - // Slight NTSC warm tint (boost red/green, attenuate blue) - col *= vec4f(1.04, 1.01, .94, 1.); -// col = dither_c64(col, uv, XSIZE, YSIZE); - - let border_col = get_border_c64(uv, uniforms.beat_time, YSIZE); - - let v_strength = vignette(uv); - let scanl = 0.82 + 0.5 * sin(PI * uv.y * uniforms.resolution.y / 2.); - col = scanl * mix(border_col, col, v_strength); - col = clamp(col, vec4f(0.), vec4f(1.0)); - - // Black outside screen edges - if (uv.x <= 0.0 || uv.x >= 1.0 || uv.y <= 0.0 || uv.y >= 1.0) { - // discard; - } - - col = debug_f32(col, in.position.xy / 2., vec2f(100., 75.), uniforms.beat_time); - col = debug_str(col, in.position.xy / 2., vec2f(100., 150.), vec4u(0x48656C6Cu, 0x6F000000u, 0u, 0u), 5u); - return col; -} diff --git a/src/effects/ntsc_effect.h b/src/effects/ntsc_effect.h index d8624ea..4737291 100644 --- a/src/effects/ntsc_effect.h +++ b/src/effects/ntsc_effect.h @@ -1,12 +1,22 @@ -// NTSC post-process effect with fisheye distortion +// NTSC post-process effects: RGB and YIQ input variants. #pragma once #include "effects/shaders.h" #include "gpu/wgsl_effect.h" +// RGB input: converts RGB → YIQ internally (standard post-process use). struct Ntsc : public WgslEffect { Ntsc(const GpuContext& ctx, const std::vector& inputs, const std::vector& outputs, float start_time, float end_time) : WgslEffect(ctx, inputs, outputs, start_time, end_time, - ntsc_shader_wgsl) {} + ntsc_rgb_shader_wgsl) {} +}; + +// YIQ input: input texture already stores luma/chroma/phase (e.g. RotatingCube output). +struct NtscYiq : public WgslEffect { + NtscYiq(const GpuContext& ctx, const std::vector& inputs, + const std::vector& outputs, float start_time, + float end_time) + : WgslEffect(ctx, inputs, outputs, start_time, end_time, + ntsc_yiq_shader_wgsl) {} }; diff --git a/src/effects/ntsc_rgb.wgsl b/src/effects/ntsc_rgb.wgsl new file mode 100644 index 0000000..09adbf1 --- /dev/null +++ b/src/effects/ntsc_rgb.wgsl @@ -0,0 +1,20 @@ +// 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; +@group(0) @binding(2) var 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" diff --git a/src/effects/ntsc_yiq.wgsl b/src/effects/ntsc_yiq.wgsl new file mode 100644 index 0000000..8ab36d3 --- /dev/null +++ b/src/effects/ntsc_yiq.wgsl @@ -0,0 +1,19 @@ +// NTSC post-process effect (YIQ input): fisheye distortion, scanlines, color bleeding. +// Input texture already stores luma/chroma/phase (e.g. from RotatingCube output). +#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; +@group(0) @binding(2) var uniforms: UniformsSequenceParams; + +// YIQ input: texture already stores luma/chroma/phase — pass through directly +fn sample_ntsc_signal(uv: vec2f) -> vec4f { + return textureSample(input_texture, input_sampler, uv); +} + +#include "render/ntsc_common" diff --git a/src/effects/shaders.cc b/src/effects/shaders.cc index 44dfa0b..8a81bb0 100644 --- a/src/effects/shaders.cc +++ b/src/effects/shaders.cc @@ -55,6 +55,8 @@ void InitShaderComposer() { AssetId::ASSET_SHADER_DEBUG_DEBUG_PRINT); register_if_exists("render/scratch_lines", AssetId::ASSET_SHADER_RENDER_SCRATCH_LINES); + register_if_exists("render/ntsc_common", + AssetId::ASSET_SHADER_RENDER_NTSC_COMMON); register_if_exists("render/fullscreen_vs", AssetId::ASSET_SHADER_RENDER_FULLSCREEN_VS); register_if_exists("render/fullscreen_uv_vs", @@ -103,7 +105,8 @@ const char* flash_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_FLASH); const char* scene1_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_SCENE1); const char* scene2_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_SCENE2); const char* scratch_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_SCRATCH); -const char* ntsc_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_NTSC); +const char* ntsc_rgb_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_NTSC_RGB); +const char* ntsc_yiq_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_NTSC_YIQ); // Compute shaders const char* gen_noise_compute_wgsl = diff --git a/src/effects/shaders.h b/src/effects/shaders.h index 0686b7e..527a8a3 100644 --- a/src/effects/shaders.h +++ b/src/effects/shaders.h @@ -17,7 +17,8 @@ extern const char* flash_shader_wgsl; extern const char* scene1_shader_wgsl; extern const char* scene2_shader_wgsl; extern const char* scratch_shader_wgsl; -extern const char* ntsc_shader_wgsl; +extern const char* ntsc_rgb_shader_wgsl; +extern const char* ntsc_yiq_shader_wgsl; // Compute shaders extern const char* gen_noise_compute_wgsl; diff --git a/src/shaders/render/ntsc_common.wgsl b/src/shaders/render/ntsc_common.wgsl new file mode 100644 index 0000000..61ea254 --- /dev/null +++ b/src/shaders/render/ntsc_common.wgsl @@ -0,0 +1,143 @@ +// Shared NTSC post-process constants and functions. +// Requires sample_ntsc_signal(uv: vec2f) -> vec4f to be defined by the includer. + +const PI = 3.14159265; +const TAU = 6.28318530718; + +const XSIZE = 54.0 * 8.; +const YSIZE = 33.0 * 8.; +const SCAN_FLICKER = 2.33; +const X_INTERFERENCE = 1.1; +const Y_INTERFERENCE = 0.101; +const LUMA_BRIGHTNESS = 1.1; +const CHROMA_SATURATION = 1.6; +const BLUR_SIZE = 0.2; +const LUMA_BLUR = 1.7; +const CHROMA_BLUR = 0.7; +const CHROMA_SIZE = 6.0; +const SUB_CARRIER = 2.1; +const CROSS_TALK = 0.1; +const CROSS_Y_INTERFERENCE = 30.; +const CHROMA_MOD_FREQ = (0.4 * PI); + +// Barrel (fisheye) distortion: strength > 0 = barrel, < 0 = pincushion +fn fisheye(uv: vec2f, scale: f32) -> vec2f { + const strength = vec2f(0.1, 0.24); + return uv * (1.0 + scale * strength * (uv * uv).yx) * 0.60 + .50; +} + +fn vignette(uv: vec2f) -> f32 { + const vignetteRounding = 160.0; + const vignetteSmoothness = 0.7; + let uv2 = 2.0 * uv - 1.0; + let amount = 1.0 - sqrt(pow(abs(uv2.x), vignetteRounding) + pow(abs(uv2.y), vignetteRounding)); + return smoothstep(0., vignetteSmoothness, amount); +} + +// 6-taps Luma horizontal filtering +// fs = 3.84 MHz (Nyquist 1.92 MHz) +// Passband: 0–2.8 MHz +// Stopband: 3.4–3.84 MHz (>20 dB atten.) +// => firpm(12, [0 2.8/3.842 3.4/3.842 1], [1 1 0 0]) +const luma_filter = array( + 0.0102, 0.0214, 0.0387, -0.0018, -0.0785, -0.1572, + -0.1698, + 0.1275, 0.4924, 0.5381, 0.4924, 0.1275, -0.1698 +); +// Chroma: +// fs = 3.84 MHz +// Passband: 3.3–3.7 MHz (around fsc) +// Stopbands: 0–2.5 MHz (>40 dB) and 3.9+ MHz +// => firpm(12, [0 2.5/1.92 3.3/1.92 3.7/1.92 1], [0 0 1 1 0]) +const chroma_filter = array( + -0.0123, -0.0456, -0.0892, 0.0234, 0.1678, 0.2984, + 0.3456, + 0.0000, 0.3456, 0.2984, 0.1678, 0.0234, -0.0892 +); + +fn get_value(uv: vec2f, off: f32, yscale: f32) -> vec4f { + return sample_ntsc_signal(uv + off * vec2f(1., yscale)); +} + +fn peak(y: f32, ypos: f32, scale: f32) -> f32 { + return clamp((y - 1.) * scale * log(abs(y - ypos)), 0.0, 1.0); +} + +fn get_signal(uv: vec2f, d: f32) -> vec4f { + var signal = vec4f(0.0); + for (var i = 0; i <= 12; i += 1) { + let offset = f32(i) - 6.0; + let suml = luma_filter[i] * get_value(uv, offset * d, 0.67); + let sumc = chroma_filter[i] * get_value(uv, offset * d * CHROMA_SIZE, 0.67); + signal += vec4f(suml.x, sumc.y, sumc.z, suml.a); + } + let base = sample_ntsc_signal(uv); + return mix(signal, base, vec4f(LUMA_BLUR, CHROMA_BLUR, CHROMA_BLUR, 1.)); +} + +fn randomized_f32(p: vec2f, t: f32) -> f32 { + return hash_2f_alt(vec2f(p * 0.152 + t * 1500. + 50.0)); +} + +@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f { + let t = uniforms.time; + let bt = uniforms.beat_phase; + + // Fisheye/barrel distortion + var uv = fisheye(in.st, 0.18); + let mframe = sin(bt * 32.) * 1.2; + uv.y += mframe * SCAN_FLICKER / uniforms.resolution.y; // flicker at target resolution + + // interference + let cur_line = round(uv.y * YSIZE); + var r = randomized_f32(vec2f(0.0, cur_line), uniforms.time); + if (r > 0.995) { r *= 3.0; } + + let x_interf = X_INTERFERENCE * r / XSIZE; + let y_interf = Y_INTERFERENCE * r * peak(uv.y, 0.2, 0.03); + uv.x += x_interf - y_interf; + + // luma fringing + let d = (BLUR_SIZE + y_interf * 100.0) / XSIZE; + var signal = get_signal(uv, d); + + // luma / chroma saturation + let lchroma = signal.y * CHROMA_SATURATION; + let phase = signal.z * TAU; + signal.x *= LUMA_BRIGHTNESS; + signal.y = lchroma * sin(phase); + signal.z = lchroma * cos(phase); + + // color subcarrier signal, crosstalk + let chroma_phase = t * 60.0 * PI * 0.6667; + let mod_phase = chroma_phase + dot(uv, vec2f(1.0, 0.1)) * CHROMA_MOD_FREQ * XSIZE * 2.0; + let scarrier = SUB_CARRIER * lchroma; + let i_mod = cos(mod_phase); + let q_mod = sin(mod_phase); + + signal.x *= 1.0 + CROSS_TALK * scarrier * q_mod - y_interf * CROSS_Y_INTERFERENCE; + signal.y *= 1.0 + scarrier * i_mod; + signal.z *= 1.0 + scarrier * q_mod; + + // convert back to rgb + var col = yiqa_to_rgba(signal); + // Slight NTSC warm tint (boost red/green, attenuate blue) + col *= vec4f(1.04, 1.01, .94, 1.); +// col = dither_c64(col, uv, XSIZE, YSIZE); + + let border_col = get_border_c64(uv, uniforms.beat_time, YSIZE); + + let v_strength = vignette(uv); + let scanl = 0.82 + 0.5 * sin(PI * uv.y * uniforms.resolution.y / 2.); + col = scanl * mix(border_col, col, v_strength); + col = clamp(col, vec4f(0.), vec4f(1.0)); + + // Black outside screen edges + if (uv.x <= 0.0 || uv.x >= 1.0 || uv.y <= 0.0 || uv.y >= 1.0) { + // discard; + } + + col = debug_f32(col, in.position.xy / 2., vec2f(100., 75.), uniforms.beat_time); + col = debug_str(col, in.position.xy / 2., vec2f(100., 150.), vec4u(0x48656C6Cu, 0x6F000000u, 0u, 0u), 5u); + return col; +} diff --git a/src/tests/gpu/test_demo_effects.cc b/src/tests/gpu/test_demo_effects.cc index b9d1463..9d8cb7d 100644 --- a/src/tests/gpu/test_demo_effects.cc +++ b/src/tests/gpu/test_demo_effects.cc @@ -76,6 +76,9 @@ static void test_effects() { {"Ntsc", std::make_shared( fixture.ctx(), std::vector{"source"}, std::vector{"sink"}, 0.0f, 1000.0f)}, + {"NtscYiq", std::make_shared( + fixture.ctx(), std::vector{"source"}, + std::vector{"sink"}, 0.0f, 1000.0f)}, }; int passed = 0; diff --git a/workspaces/main/assets.txt b/workspaces/main/assets.txt index a3b1165..b50f2fb 100644 --- a/workspaces/main/assets.txt +++ b/workspaces/main/assets.txt @@ -94,7 +94,9 @@ SHADER_SCENE1, WGSL, ../../src/effects/scene1.wgsl, "Scene1 effect shader" SHADER_SCENE2, WGSL, ../../src/effects/scene2.wgsl, "Scene2 effect shader" SHADER_RENDER_SCRATCH_LINES, WGSL, ../../src/shaders/render/scratch_lines.wgsl, "Film scratch lines snippet" SHADER_SCRATCH, WGSL, ../../src/effects/scratch.wgsl, "Scratch effect shader" -SHADER_NTSC, WGSL, ../../src/effects/ntsc.wgsl, "NTSC effect shader" +SHADER_NTSC_RGB, WGSL, ../../src/effects/ntsc_rgb.wgsl, "NTSC effect shader (RGB input)" +SHADER_NTSC_YIQ, WGSL, ../../src/effects/ntsc_yiq.wgsl, "NTSC effect shader (YIQ input)" +SHADER_RENDER_NTSC_COMMON, WGSL, ../../src/shaders/render/ntsc_common.wgsl, "NTSC shared constants and functions snippet" SHADER_DEBUG_DEBUG_PRINT, WGSL, ../../src/shaders/debug/debug_print.wgsl, "Debug print snippet" # --- Sequence Shaders --- -- cgit v1.2.3