ProjectArcade

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#include "ReShade.fxh"
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//-----------------------------------------------------------------------------
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// NTSC Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float AValue = 0.5f;
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uniform float BValue = 0.5f;
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uniform float CCValue = 3.5795454f;
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uniform float OValue = 0.0f;
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uniform float PValue = 1.0f;
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uniform float ScanTime = 52.6f;
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uniform float NotchHalfWidth = 1.0f;
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uniform float YFreqResponse = 6.0f;
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uniform float IFreqResponse = 1.2f;
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uniform float QFreqResponse = 0.6f;
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uniform float SignalOffset = 0.0f;
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//-----------------------------------------------------------------------------
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// Constants
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//-----------------------------------------------------------------------------
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static const float PI = 3.1415927f;
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static const float PI2 = PI * 2.0f;
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static const float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f);
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static const float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f);
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static const float4 QDot = float4(0.211456f, -0.522591f, 0.311135f, 0.0f);
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static const float3 RDot = float3(1.0f, 0.956f, 0.621f);
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static const float3 GDot = float3(1.0f, -0.272f, -0.647f);
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static const float3 BDot = float3(1.0f, -1.106f, 1.703f);
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static const float4 OffsetX = float4(0.0f, 0.25f, 0.50f, 0.75f);
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static const float4 NotchOffset = float4(0.0f, 1.0f, 2.0f, 3.0f);
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static const int SampleCount = 64;
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static const int HalfSampleCount = SampleCount / 2;
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float4 GetCompositeYIQ(float2 TexCoord)
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{
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	float2 PValueSourceTexel = float2(PValue / ReShade::ScreenSize.x, 0.0f);
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	float2 C0 = TexCoord + PValueSourceTexel * OffsetX.x;
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	float2 C1 = TexCoord + PValueSourceTexel * OffsetX.y;
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	float2 C2 = TexCoord + PValueSourceTexel * OffsetX.z;
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	float2 C3 = TexCoord + PValueSourceTexel * OffsetX.w;
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	float4 Cx = float4(C0.x, C1.x, C2.x, C3.x);
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	float4 Cy = float4(C0.y, C1.y, C2.y, C3.y);
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	float4 Texel0 = tex2D(ReShade::BackBuffer, C0);
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	float4 Texel1 = tex2D(ReShade::BackBuffer, C1);
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	float4 Texel2 = tex2D(ReShade::BackBuffer, C2);
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	float4 Texel3 = tex2D(ReShade::BackBuffer, C3);
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	float4 HPosition = Cx;
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	float4 VPosition = Cy;
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	float4 Y = float4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot));
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	float4 I = float4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot));
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	float4 Q = float4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot));
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	float W = PI2 * CCValue * ScanTime;
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	float WoPI = W / PI;
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	float HOffset = (BValue + SignalOffset) / WoPI;
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	float VScale = (AValue * ReShade::ScreenSize.y) / WoPI;
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	float4 T = HPosition + HOffset + VPosition * VScale;
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	float4 TW = T * W;
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	float4 CompositeYIQ = Y + I * cos(TW) + Q * sin(TW);
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	return CompositeYIQ;
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}
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float4 PS_NTSC(float4 pos : SV_Position, float2 texcoord : TEXCOORD0) : SV_Target
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{
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	float4 BaseTexel = tex2D(ReShade::BackBuffer, texcoord);
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	float TimePerSample = ScanTime / (ReShade::ScreenSize.x * 4.0f);
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	float Fc_y1 = (CCValue - NotchHalfWidth) * TimePerSample;
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	float Fc_y2 = (CCValue + NotchHalfWidth) * TimePerSample;
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	float Fc_y3 = YFreqResponse * TimePerSample;
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	float Fc_i = IFreqResponse * TimePerSample;
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	float Fc_q = QFreqResponse * TimePerSample;
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	float Fc_i_2 = Fc_i * 2.0f;
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	float Fc_q_2 = Fc_q * 2.0f;
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	float Fc_y1_2 = Fc_y1 * 2.0f;
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	float Fc_y2_2 = Fc_y2 * 2.0f;
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	float Fc_y3_2 = Fc_y3 * 2.0f;
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	float Fc_i_pi2 = Fc_i * PI2;
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	float Fc_q_pi2 = Fc_q * PI2;
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	float Fc_y1_pi2 = Fc_y1 * PI2;
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	float Fc_y2_pi2 = Fc_y2 * PI2;
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	float Fc_y3_pi2 = Fc_y3 * PI2;
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	float PI2Length = PI2 / SampleCount;
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	float W = PI2 * CCValue * ScanTime;
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	float WoPI = W / PI;
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	float HOffset = (BValue + SignalOffset) / WoPI;
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	float VScale = (AValue * ReShade::ScreenSize.y) / WoPI;
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	float4 YAccum = 0.0f;
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	float4 IAccum = 0.0f;
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	float4 QAccum = 0.0f;
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	float4 Cy = texcoord.y;
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	float4 VPosition = Cy;
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	for (float i = 0; i < SampleCount; i += 4.0f)
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	{
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		float n = i - HalfSampleCount;
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		float4 n4 = n + NotchOffset;
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		float4 Cx = texcoord.x + (n4 * 0.25f) / ReShade::ScreenSize.x;
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		float4 HPosition = Cx;
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		float4 C = GetCompositeYIQ(float2(Cx.r, Cy.r));
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		float4 T = HPosition + HOffset + VPosition * VScale;
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		float4 WT = W * T + OValue;
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		float4 SincKernel = 0.54f + 0.46f * cos(PI2Length * n4);
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		float4 SincYIn1 = Fc_y1_pi2 * n4;
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		float4 SincYIn2 = Fc_y2_pi2 * n4;
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		float4 SincYIn3 = Fc_y3_pi2 * n4;
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		float4 SincIIn = Fc_i_pi2 * n4;
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		float4 SincQIn = Fc_q_pi2 * n4;
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		float4 SincY1 = SincYIn1 != 0.0f ? sin(SincYIn1) / SincYIn1 : 1.0f;
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		float4 SincY2 = SincYIn2 != 0.0f ? sin(SincYIn2) / SincYIn2 : 1.0f;
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		float4 SincY3 = SincYIn3 != 0.0f ? sin(SincYIn3) / SincYIn3 : 1.0f;
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		float4 IdealY = (Fc_y1_2 * SincY1 - Fc_y2_2 * SincY2) + Fc_y3_2 * SincY3;
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		float4 IdealI = Fc_i_2 * (SincIIn != 0.0f ? sin(SincIIn) / SincIIn : 1.0f);
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		float4 IdealQ = Fc_q_2 * (SincQIn != 0.0f ? sin(SincQIn) / SincQIn : 1.0f);
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		float4 FilterY = SincKernel * IdealY;
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		float4 FilterI = SincKernel * IdealI;
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		float4 FilterQ = SincKernel * IdealQ;
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		YAccum = YAccum + C * FilterY;
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		IAccum = IAccum + C * cos(WT) * FilterI;
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		QAccum = QAccum + C * sin(WT) * FilterQ;
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	}
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	float3 YIQ = float3(
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		(YAccum.r + YAccum.g + YAccum.b + YAccum.a),
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		(IAccum.r + IAccum.g + IAccum.b + IAccum.a) * 2.0f,
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		(QAccum.r + QAccum.g + QAccum.b + QAccum.a) * 2.0f);
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	float3 RGB = float3(
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		dot(YIQ, RDot),
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		dot(YIQ, GDot),
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		dot(YIQ, BDot));
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	return float4(RGB, BaseTexel.a);
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}
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technique NTSC_MAME
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{
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	pass NTSCMame
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	{
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		VertexShader = PostProcessVS;
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		PixelShader  = PS_NTSC;
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	}
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}

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