shaders = 13

shader0 = "lut.slang"
filter_linear0 = true
textures = "SamplerLutNtsc;SamplerLutTrinitron;"
SamplerLutNtsc = lut/ntsc-lut.png
SamplerLutNtsc_linear = true
SamplerLutTrinitron = lut/trinitron-lut.png
SamplerLutTrinitron_linear = true

shader1 = "ntsc-pass1-horizontal.slang"
filter_linear1 = false // required: sample source nearest neighbor (avoids blurriness)
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0 // up-scale in horizontal direction
scale_y1 = 1.0

shader2 = "ntsc-pass2-horizontal.slang"
filter_linear2 = true // required: sample ntsc-1-output linear (compensates artifacts)
scale_type_x2 = source
scale_type_y2 = source
scale_x2 = 0.25 // down-scale in horizontal direction
scale_y2 = 1.0

shader3 = "ntsc-pass1-vertical.slang"
filter_linear3 = false // required: sample source nearest neighbor (avoids blurriness)
scale_type_x3 = source
scale_type_y3 = source
scale_x3 = 1.0
scale_y3 = 4.0 // up-scale in vertical direction

shader4 = "ntsc-pass2-vertical.slang"
filter_linear4 = true // required: sample ntsc-1-output linear (compensates artifacts)
scale_type_x4 = source
scale_type_y4 = source
scale_x4 = 1.0
scale_y4 = 0.25 // down-scale in vertical direction

shader5 = "offset.slang"
filter_linear5 = true // required: sample ntsc-2-output linear (factional offset)

shader6 = "deconverge.slang"
filter_linear6 = true // required: sample offset-output linear (factional de-converge)

shader7 = "phosphor.slang"
filter_linear7 = true

shader8 = "sharp-blur-horizontal.slang"
filter_linear8 = true

shader9 = "sharp-blur-vertical.slang"
filter_linear9 = true

shader10 = "halation-blur-horizontal.slang"
filter_linear10 = true

shader11 = "halation-blur-vertical.slang"
filter_linear11 = true

shader12 = "crt-yah.slang"
filter_linear12 = true // required: sample blur-output linear
