A new little shader i did (glsl)

Ah, thanks. Probably just need to wrap those FrameCounts in float(), since GLES really, really hates implicit casts. Can you see if this one treats you any better?

#version 130

// NTSC-Adaptive
// based on Themaister's NTSC shader

#pragma parameter quality "NTSC Preset (Svideo=0 Composite=1 RF=2 Custom=-1)" 1.0 -1.0 2.0 1.0
#pragma parameter ntsc_fields "NTSC Merge Fields" 0.0 0.0 1.0 1.0
#pragma parameter ntsc_phase "NTSC Phase: Auto | 2 phase | 3 phase" 1.0 1.0 3.0 1.0
#pragma parameter ntsc_scale "NTSC Resolution Scaling" 1.0 0.20 3.0 0.05
#pragma parameter ntsc_sat "NTSC Color Saturation" 1.0 0.0 2.0 0.01
#pragma parameter ntsc_bright "NTSC Brightness" 1.0 0.0 1.5 0.01
#pragma parameter cust_fringing "NTSC Custom Fringing Value" 0.0 0.0 5.0 0.1
#pragma parameter cust_artifacting "NTSC Custom Artifacting Value" 0.0 0.0 5.0 0.1

#define PI 3.14159265

#if defined(VERTEX)

#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying 
#define COMPAT_ATTRIBUTE attribute 
#define COMPAT_TEXTURE texture2D
#endif

#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif

COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 pix_no;
COMPAT_VARYING float phase;
COMPAT_VARYING float BRIGHTNESS;
COMPAT_VARYING float SATURATION;
COMPAT_VARYING float FRINGING;
COMPAT_VARYING float ARTIFACTING;
COMPAT_VARYING float CHROMA_MOD_FREQ;
COMPAT_VARYING float MERGE;

uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform COMPAT_PRECISION vec2 OrigInputSize;

// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)

#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float quality, ntsc_sat, cust_fringing, cust_artifacting, ntsc_bright, ntsc_scale, ntsc_fields, ntsc_phase;
#else
#define ntsc_fields 0.0
#define ntsc_phase 1.0
#define ntsc_sat 1.0
#define ntsc_bright 1.0
#define cust_fringing 0.0
#define cust_artifacting 0.0
#define quality 0.0
#endif

void main()
{
   float res = ntsc_scale;
   float OriginalSize = OrigInputSize.x;
   gl_Position = MVPMatrix * VertexCoord;
   TEX0.xy = TexCoord.xy;
	if (res < 1.0) pix_no = vTexCoord * SourceSize.xy * (res * OutSize.xy / InputSize.xy);
	else
                  pix_no = vTexCoord * SourceSize.xy * (      OutSize.xy / InputSize.xy);
   pix_no = vTexCoord * SourceSize.xy * (OutSize.xy / InputSize.xy);
	phase = (ntsc_phase < 1.5) ? ((OriginalSize > 300.0) ? 2.0 : 3.0) : ((ntsc_phase > 2.5) ? 3.0 : 2.0);
	
	res = max(res, 1.0);	
	CHROMA_MOD_FREQ = (phase < 2.5) ? (4.0 * PI / 15.0) : (PI / 3.0);
	ARTIFACTING = (quality > -0.5) ? quality * 0.5*(res+1.0) : cust_artifacting;
	FRINGING = (quality > -0.5) ? quality : cust_fringing;
	SATURATION = ntsc_sat;
	BRIGHTNESS = ntsc_bright;	
	pix_no.x = pix_no.x * res;

	MERGE = (int(quality) == 2 || phase < 2.5) ? 0.0 : 1.0;
	MERGE = (int(quality) == -1) ? ntsc_fields : MERGE;
}

#elif defined(FRAGMENT)

#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif

#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif

uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform COMPAT_PRECISION vec2 OrigInputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 pix_no;
COMPAT_VARYING float phase;
COMPAT_VARYING float BRIGHTNESS;
COMPAT_VARYING float SATURATION;
COMPAT_VARYING float FRINGING;
COMPAT_VARYING float ARTIFACTING;
COMPAT_VARYING float CHROMA_MOD_FREQ;
COMPAT_VARYING float MERGE;

// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy

#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)

#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float quality, ntsc_sat, cust_fringing, cust_artifacting, ntsc_bright, ntsc_scale, ntsc_fields, ntsc_phase;
#else
#define ntsc_fields 0.0
#define ntsc_phase 1.0
#define ntsc_sat 1.0
#define ntsc_bright 1.0
#define cust_fringing 0.0
#define cust_artifacting 0.0
#define quality 0.0
#endif

#define PI 3.14159265

#define mix_mat mat3(BRIGHTNESS, FRINGING, FRINGING, ARTIFACTING, 2.0 * SATURATION, 0.0, ARTIFACTING, 0.0, 2.0 * SATURATION)

const mat3 yiq2rgb_mat = mat3(
   1.0, 0.956, 0.6210,
   1.0, -0.2720, -0.6474,
   1.0, -1.1060, 1.7046);

vec3 yiq2rgb(vec3 yiq)
{
   return yiq * yiq2rgb_mat;
}

const mat3 yiq_mat = mat3(
      0.2989, 0.5870, 0.1140,
      0.5959, -0.2744, -0.3216,
      0.2115, -0.5229, 0.3114
);

vec3 rgb2yiq(vec3 col)
{
   return col * yiq_mat;
}

vec4 pack_float(vec4 color)
{
	return ((color * 10.0) - 1.0);
}

void main()
{
   vec3 col = COMPAT_TEXTURE(Source, vTexCoord).rgb;
   vec3 yiq = rgb2yiq(col);
   vec3 yiq2 = yiq;	

   float mod1 = 2.0;
   float mod2 = 3.0; 

if (MERGE > 0.5)
{
   float chroma_phase2 = (phase < 2.5) ? PI * (mod(pix_no.y, mod1) + mod(float(FrameCount+1), 2.)) : 0.6667 * PI * (mod(pix_no.y, mod2) + mod(float(FrameCount+1), 2.));
   float mod_phase2 = chroma_phase2 + pix_no.x * CHROMA_MOD_FREQ;
   float i_mod2 = cos(mod_phase2);
   float q_mod2 = sin(mod_phase2);
   yiq2.yz *= vec2(i_mod2, q_mod2); // Modulate.
   yiq2 *= mix_mat; // Cross-talk.
   yiq2.yz *= vec2(i_mod2, q_mod2); // Demodulate.   
}
   
   float chroma_phase = (phase < 2.5) ? PI * (mod(pix_no.y, mod1) + mod(float(FrameCount), 2.)) : 0.6667 * PI * (mod(pix_no.y, mod2) + mod(float(FrameCount), 2.));
   float mod_phase = chroma_phase + pix_no.x * CHROMA_MOD_FREQ;

   float i_mod = cos(mod_phase);
   float q_mod = sin(mod_phase);

   yiq.yz *= vec2(i_mod, q_mod); // Modulate.
   yiq *= mix_mat; // Cross-talk.
   yiq.yz *= vec2(i_mod, q_mod); // Demodulate.
      
   yiq = (MERGE < 0.5) ? yiq : 0.5*(yiq+yiq2);
   
   FragColor = vec4(yiq, 1.0);
#ifdef GL_ES
   FragColor = pack_float(FragColor);
#endif
} 
#endif

I will test it later on one of my rooted devices

1 Like

It loads now but I get this

1 Like

well shucks. that doesn’t look like the packing is taking effect. Oh well, I’ll try to debug it here when I get my Shield running again.

Thanks for the testing :slight_smile:

3 Likes

A gif comparison

Seems the difference is blargg’s filter artifacts go to the opposite direction (-x instead of x) and it creates some kind of ghosting instead

2 Likes

…And this it why I still use Blargg sometimes. A picture paints a thousand words. I have highly customized Blargg filter presets some of which are available in the Video Filters section that you can also try. You can combine these with some simple scanline shaders to do some interesting stuff like blend the dithering in Sonic The Hedgehog and Shinobi III’s waterfall.

I crop a few pixels off the left and even less off the right of the screen in my presets in order to compensate for Blargg’s aspect ratio alteration that takes place when you use the filter.

2 Likes

It is interesting, would have to investigate in the blargg code to see what is going on, which is a little messy and not so understandable as it’s C++ I think.

2 Likes

Added ‘sawtooth’ and ‘color bleed’ effects to crt-consumer GLSL to make it look more like NTSC signal, as an option of course.

8 Likes

And a new kind of simple ntsc look shader. Still needs some work but it’s usable.

3 Likes

Looks very good! Does it work on GPU deprived platforms like the Wii, Chromecast, etc?

I think Wii doesn’t have shaders? For chromecast you’ll have to test it, it’s already there if you do online update. I bet will not work that well on very weak GPUs as it has some ‘if’ statements there.

1 Like

I have an old HTC One m7 that has around 50 gflops, tested there and runs only 25 fps. I could try to remove things (scanlines-mask-gamma etc), make everything constants and see how it works.

1 Like

Ah well, don’t bother, the Chromecast (and Wii, Xbox, etc) are around 10-20Gflops) so it would be very difficult.

I’m kinda searching a way to do a NTSC like blur that fits into a 10Gflop, even if it’s hack. I think that adding some cheap x and y blur (a bit higher for x) and separately a bit higher for chroma will do for a cheap alternative.

1 Like

Try this and tell me

#version 110

/*
   Simple S-video like shader by DariusG 2023
   This program is free software; you can redistribute it and/or modify it
   under the terms of the GNU General Public License as published by the Free
   Software Foundation; either version 2 of the License, or (at your option)
   any later version.
*/
#if defined(VERTEX)

#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying 
#define COMPAT_ATTRIBUTE attribute 
#define COMPAT_TEXTURE texture2D
#endif

#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif

COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;

vec4 _oPosition1; 
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;

// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)

void main()
{
    gl_Position = MVPMatrix * VertexCoord;
    TEX0.xy = TexCoord.xy;
}

#elif defined(FRAGMENT)

#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif

#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif

uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;

// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy

#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)

#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float bleeding;

#else
#define bleeding 0.5
#endif

#define PI 3.14159265
#define _Framecount float (FrameCount)


float RGB2Y(vec3 _rgb) {
    return dot(_rgb, vec3(0.29900, 0.58700, 0.11400));
}

float RGB2U(vec3 _rgb) {
   return dot(_rgb, vec3(-0.14713, -0.28886, 0.43600));
}

float RGB2V(vec3 _rgb) {
   return dot(_rgb, vec3(0.61500, -0.51499, -0.10001));
}

float YUV2R(vec3 _yuv) {
   return dot(_yuv, vec3(1, 0.00000, 1.13983));
}

float YUV2G(vec3 _yuv) {
   return dot(_yuv, vec3(1.0, -0.39465, -0.58060));
}

float YUV2B(vec3 _yuv) {
    return dot(_yuv, vec3(1.0, 2.03211, 0.00000));
}

vec3 YUV2RGB(vec3 _yuv) {
    vec3 _rgb;
    _rgb.r = YUV2R(_yuv);
    _rgb.g = YUV2G(_yuv);
    _rgb.b = YUV2B(_yuv);

   return _rgb;
}




void main() {
    float a_kernel[5];
    a_kernel[0] = 2.0; 
    a_kernel[1] = 4.0; 
    a_kernel[2] = 1.0; 
    a_kernel[3] = 4.0; 
    a_kernel[4] = 2.0; 
    
    vec2 pos = vTexCoord;
    float y = pos.y*SourceSize.y;
    float cent=floor(y)+0.5;
    y = cent*SourceSize.w;
    vec2 coords = vec2(pos.x,mix(pos.y,y,0.3));
    vec4 res;
    
//sawtooth effect
    if( mod( floor(coords.y*OutputSize.y), 2.0 ) == 0.0 ) {
        res = texture2D( Source, coords + vec2(OutSize.z*0.5, 0.0) );
    } else {
        res = texture2D( Source, coords - vec2(OutSize.z*0.5, 0.0) );
    }
//end of sawtooth
    
// blur image 
    vec2 fragCoord = coords*OutputSize.xy;
    float counter = 1.0;
    for (int i = -2; i <= 2; i++) {
            vec2 uv = vec2(fragCoord.x + float(i)*0.33, fragCoord.y ) / OutputSize.xy;
            res.rgb += texture2D(Source, uv).xyz;
            counter += 1.0;
    }
    res.rgb /= counter;
//blur end


    vec3 yuv = vec3(0.0);

//color bleed   
    float px = 0.0;
    for( int x = -1; x <= 1; x++ ) {
        px = float(x) * SourceSize.z - SourceSize.w * 0.5;
        yuv.g += RGB2U( texture2D( Source, coords + vec2(px, 0.0)).rgb ) * a_kernel[x + 2];
        yuv.b += RGB2V( texture2D( Source, coords + vec2(px, 0.0)).rgb ) * a_kernel[x + 2];
    }
    
    yuv.r = RGB2Y(res.rgb);
    yuv.g /= 10.0;
    yuv.b /= 10.0;

    res.rgb = (res.rgb * (1.0 - 0.5)) + (YUV2RGB(yuv) * 0.5);
//color bleed end    
    
    FragColor = res;
}
#endif
1 Like

Another solution, load ‘ntsc-cwgw-tm’ and append a very light shader like ‘fake-crt-geom-potato’. That runs 120 fps on HTC One m7.

The shader looks great, but it has the same problem than other blurs, at the moment I add a scanline shader on top everything gets mangled. See pic (fake-crt-geom-potato here):

Try this with fake-crt-geom-potato and tell me

#version 110

/*
   Simple S-video like shader by DariusG 2023
   This program is free software; you can redistribute it and/or modify it
   under the terms of the GNU General Public License as published by the Free
   Software Foundation; either version 2 of the License, or (at your option)
   any later version.
*/
#if defined(VERTEX)

#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying 
#define COMPAT_ATTRIBUTE attribute 
#define COMPAT_TEXTURE texture2D
#endif

#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif

COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;

vec4 _oPosition1; 
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;

// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)

void main()
{
    gl_Position = MVPMatrix * VertexCoord;
    TEX0.xy = TexCoord.xy;
}

#elif defined(FRAGMENT)

#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif

#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif

uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;

// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy

#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)

#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float bleeding;

#else
#define bleeding 0.5
#endif

#define PI 3.14159265
#define _Framecount float (FrameCount)


float RGB2Y(vec3 _rgb) {
    return dot(_rgb, vec3(0.29900, 0.58700, 0.11400));
}

float RGB2U(vec3 _rgb) {
   return dot(_rgb, vec3(-0.14713, -0.28886, 0.43600));
}

float RGB2V(vec3 _rgb) {
   return dot(_rgb, vec3(0.61500, -0.51499, -0.10001));
}

float YUV2R(vec3 _yuv) {
   return dot(_yuv, vec3(1, 0.00000, 1.13983));
}

float YUV2G(vec3 _yuv) {
   return dot(_yuv, vec3(1.0, -0.39465, -0.58060));
}

float YUV2B(vec3 _yuv) {
    return dot(_yuv, vec3(1.0, 2.03211, 0.00000));
}

vec3 YUV2RGB(vec3 _yuv) {
    vec3 _rgb;
    _rgb.r = YUV2R(_yuv);
    _rgb.g = YUV2G(_yuv);
    _rgb.b = YUV2B(_yuv);

   return _rgb;
}




void main() {
    float a_kernel[5];
    a_kernel[0] = 2.0; 
    a_kernel[1] = 4.0; 
    a_kernel[2] = 1.0; 
    a_kernel[3] = 4.0; 
    a_kernel[4] = 2.0; 
    
    vec2 pos = vTexCoord;
    float y = pos.y*SourceSize.y;
    float cent=floor(y)+0.5;
    y = cent*SourceSize.w;
    vec2 coords = vec2(pos.x,mix(pos.y,y,0.3));
    vec4 res;
    
//sawtooth effect
    if( mod( floor(coords.y*OutputSize.y*4.0), 2.0 ) == 0.0 ) {
        res = texture2D( Source, coords + vec2(OutSize.z*0.1, 0.0) );
    } else {
        res = texture2D( Source, coords - vec2(OutSize.z*0.1, 0.0) );
    }
//end of sawtooth
    
// blur image 
    vec2 fragCoord = coords*OutputSize.xy;
    float counter = 1.0;
    for (int i = -2; i <= 2; i++) {
            vec2 uv = vec2(fragCoord.x + float(i)*0.11, fragCoord.y ) / OutputSize.xy;
            res.rgb += texture2D(Source, uv).xyz;
            counter += 1.0;
    }
    res.rgb /= counter;
//blur end


    vec3 yuv = vec3(0.0);

//color bleed   
    float px = 0.0;
    for( int x = -1; x <= 1; x++ ) {
        px = float(x) * SourceSize.z - SourceSize.w * 0.5;
        yuv.g += RGB2U( texture2D( Source, coords + vec2(px, 0.0)).rgb ) * a_kernel[x + 2];
        yuv.b += RGB2V( texture2D( Source, coords + vec2(px, 0.0)).rgb ) * a_kernel[x + 2];
    }
    
    yuv.r = RGB2Y(res.rgb);
    yuv.g /= 10.0;
    yuv.b /= 10.0;

    res.rgb = (res.rgb * (1.0 - 0.5)) + (YUV2RGB(yuv) * 0.5);
//color bleed end    
    
    FragColor = res;
}
#endif

This is how it looks now. Chroma seems to blur but not luma. And when adding scanlines brightness drops:

This is how it looks on my PC, filter linear, scale = 1 for 1st pass. But when i test on Android it looks different, that GPUs are a mess.

1 Like

Another test :wink: Looks ok on some cores, not ok on others.

#version 110

/*
   Simple S-video like shader by DariusG 2023
   This program is free software; you can redistribute it and/or modify it
   under the terms of the GNU General Public License as published by the Free
   Software Foundation; either version 2 of the License, or (at your option)
   any later version.
*/
#if defined(VERTEX)

#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying 
#define COMPAT_ATTRIBUTE attribute 
#define COMPAT_TEXTURE texture2D
#endif

#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif

COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;

vec4 _oPosition1; 
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;

// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)

void main()
{
    gl_Position = MVPMatrix * VertexCoord;
    TEX0.xy = TexCoord.xy;
}

#elif defined(FRAGMENT)

#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif

#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif

uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;

// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy

#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)

#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float bleeding;

#else
#define bleeding 0.5
#endif

#define PI 3.14159265
#define _Framecount float (FrameCount)


float RGB2Y(vec3 _rgb) {
    return dot(_rgb, vec3(0.29900, 0.58700, 0.11400));
}

float RGB2U(vec3 _rgb) {
   return dot(_rgb, vec3(-0.14713, -0.28886, 0.43600));
}

float RGB2V(vec3 _rgb) {
   return dot(_rgb, vec3(0.61500, -0.51499, -0.10001));
}

float YUV2R(vec3 _yuv) {
   return dot(_yuv, vec3(1, 0.00000, 1.13983));
}

float YUV2G(vec3 _yuv) {
   return dot(_yuv, vec3(1.0, -0.39465, -0.58060));
}

float YUV2B(vec3 _yuv) {
    return dot(_yuv, vec3(1.0, 2.03211, 0.00000));
}

vec3 YUV2RGB(vec3 _yuv) {
    vec3 _rgb;
    _rgb.r = YUV2R(_yuv);
    _rgb.g = YUV2G(_yuv);
    _rgb.b = YUV2B(_yuv);

   return _rgb;
}




void main() {
    float a_kernel[5];
    a_kernel[0] = 2.0; 
    a_kernel[1] = 4.0; 
    a_kernel[2] = 1.0; 
    a_kernel[3] = 4.0; 
    a_kernel[4] = 2.0; 
    
    vec2 pos = vTexCoord;
    float y = pos.y*SourceSize.y;
    float cent=floor(y)+0.5;
    y = cent*SourceSize.w;
    vec2 coords = vec2(pos.x,mix(pos.y,y,0.3));
    vec4 res;
    float factor = InputSize.y/SourceSize.y;
//sawtooth effect
    if( mod( floor(coords.y*OutputSize.y/factor), 2.0 ) == 0.0 ) {
        res = texture2D( Source, coords + vec2(OutSize.z*0.5*factor, 0.0) );
    } else {
        res = texture2D( Source, coords - vec2(OutSize.z*0.5*factor, 0.0) );
    }
//end of sawtooth
    
// blur image 
    vec2 fragCoord = coords*OutputSize.xy;
    float counter = 1.0;
    for (int i = -2; i <= 2; i++) {
            vec2 uv = vec2(fragCoord.x + float(i)*0.5*factor, fragCoord.y ) / OutputSize.xy;
            res.rgb += texture2D(Source, uv).xyz;
            counter += 1.0;
    }
    res.rgb /= counter;
//blur end


    vec3 yuv = vec3(0.0);

//color bleed   
    float px = 0.0;
    for( int x = -1; x <= 1; x++ ) {
        px = float(x) * SourceSize.z - SourceSize.w * 0.5;
        yuv.g += RGB2U( texture2D( Source, coords + vec2(px*factor, 0.0)).rgb ) * a_kernel[x + 2];
        yuv.b += RGB2V( texture2D( Source, coords + vec2(px*factor, 0.0)).rgb ) * a_kernel[x + 2];
    }
    
    yuv.r = RGB2Y(res.rgb);
    yuv.g /= 10.0;
    yuv.b /= 10.0;

    res.rgb = (res.rgb * (1.0 - 0.5)) + (YUV2RGB(yuv) * 0.5);
//color bleed end    
    
    FragColor = res;
}
#endif