decoder-composite-to-svideo
This shader takes a composite signal (like you'd get via a console's composite input) and separates out the luma from the chroma so it is effectively an SVideo signal.
This shader is capable of doing TWO luma/chroma demodulations at once (one to the r and g output channels and one to b and a), for purposes of temporal aliasing reduction.
See Decoding A Fake NTSC Signal for more information.
Index
Input Textures/Samplers
Uniform Buffer Values
Input Textures/Samplers
- g_sourceTexture
-
g_sourceTexture
Type
texture
(platform-specific)Description
The texture to sample. - g_sampler
-
g_sampler
Type
sampler
(platform-specific, does not exist on some platforms)Description
The sampler to use to sample g_sourceTexture.
Uniform Buffer Values
- g_samplesPerColorburstCycle
-
uint g_samplesPerColorburstCycle
Type
uint
Description
How many samples (texels along a scanline) there are per colorburst cycle (the color wave in the composite signal).
This shader currently assumes that it is integral (hence the int input) but it is totally possible to make the shader support a floating-point value instead - it would just need to do an extra fractional addition of the last texel.