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 --- src/effects/ntsc_rgb.wgsl | 20 ++++++++++++++++++++ 1 file changed, 20 insertions(+) create mode 100644 src/effects/ntsc_rgb.wgsl (limited to 'src/effects/ntsc_rgb.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" -- cgit v1.2.3