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// NTSC post-process effect with fisheye distortion
#pragma once
#include "effects/shaders.h"
#include "gpu/wgsl_effect.h"
struct Ntsc : public WgslEffect {
Ntsc(const GpuContext& ctx, const std::vector<std::string>& inputs,
const std::vector<std::string>& outputs, float start_time,
float end_time)
: WgslEffect(ctx, inputs, outputs, start_time, end_time,
ntsc_shader_wgsl) {}
};
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