Unverified Commit 4b9d005b authored by hizzlekizzle's avatar hizzlekizzle Committed by GitHub
Browse files

Merge pull request #175 from Tatsuya79/ntsc-tate

crt-geom: add vertical mode, ntsc-adaptive-tate, smart-morph updates
parents 59b8a11d c2b11341
Pipeline #27850 passed with stage
in 19 seconds
shaders = 1
shader0 = shaders/crt-geom.slang
filter_linear0 = false
CRTgamma = "2.2"
CURVATURE = "1.0"
d = "1.5"
R = "1.8"
y_tilt = "-0.15"
cornersize = "0.0155"
invert_aspect = "0.0"
DOTMASK = "0.0"
scanline_weight = "0.3"
lum = "0.07"
vertical_scanlines = "1.0"
interlace_detect = "0.0"
......@@ -17,32 +17,37 @@ layout(push_constant) uniform Push
float SHARPER;
float scanline_weight;
float CURVATURE;
float interlace_detect;
float interlace_detect;
float lum;
float xsize, ysize;
float invert_aspect;
float vertical_scanlines;
float xsize;
float ysize;
} registers;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 SourceSize;
vec4 SourceSize;
} global;
#pragma parameter CRTgamma "CRTGeom Target Gamma" 2.4 0.1 5.0 0.1
#pragma parameter monitorgamma "CRTGeom Monitor Gamma" 2.2 0.1 5.0 0.1
#pragma parameter d "CRTGeom Distance" 1.5 0.1 3.0 0.1
#pragma parameter CURVATURE "CRTGeom Curvature Toggle" 1.0 0.0 1.0 1.0
#pragma parameter invert_aspect "CRTGeom Curvature Aspect Inversion" 0.0 0.0 1.0 1.0
#pragma parameter R "CRTGeom Curvature Radius" 2.0 0.1 10.0 0.1
#pragma parameter cornersize "CRTGeom Corner Size" 0.03 0.001 1.0 0.005
#pragma parameter cornersmooth "CRTGeom Corner Smoothness" 1000.0 80.0 2000.0 100.0
#pragma parameter x_tilt "CRTGeom Horizontal Tilt" 0.0 -0.5 0.5 0.05
#pragma parameter y_tilt "CRTGeom Vertical Tilt" 0.0 -0.5 0.5 0.05
#pragma parameter overscan_x "CRTGeom Horiz. Overscan %" 100.0 -125.0 125.0 1.0
#pragma parameter overscan_y "CRTGeom Vert. Overscan %" 100.0 -125.0 125.0 1.0
#pragma parameter overscan_x "CRTGeom Horiz. Overscan %" 100.0 -125.0 125.0 0.5
#pragma parameter overscan_y "CRTGeom Vert. Overscan %" 100.0 -125.0 125.0 0.5
#pragma parameter DOTMASK "CRTGeom Dot Mask Strength" 0.3 0.0 1.0 0.05
#pragma parameter SHARPER "CRTGeom Sharpness" 1.0 1.0 3.0 1.0
#pragma parameter scanline_weight "CRTGeom Scanline Weight" 0.3 0.1 0.5 0.05
#pragma parameter vertical_scanlines "CRTGeom Vertical Scanlines" 0.0 0.0 1.0 1.0
#pragma parameter lum "CRTGeom Luminance" 0.0 0.0 1.0 0.01
#pragma parameter interlace_detect "CRTGeom Interlacing Simulation" 1.0 0.0 1.0 1.0
......@@ -96,7 +101,7 @@ vec4 SourceSize = vec4(width.x, height.x, width.y, height.y);
#endif
// aspect ratio
vec2 aspect = vec2(1.0, 0.75);
vec2 aspect = vec2(registers.invert_aspect > 0.5 ? (0.75, 1.0) : (1.0, 0.75));
vec2 overscan = vec2(1.01, 1.01);
#pragma stage vertex
......@@ -172,15 +177,29 @@ void main()
sinangle = sin(vec2(registers.x_tilt, registers.y_tilt));
cosangle = cos(vec2(registers.x_tilt, registers.y_tilt));
stretch = maxscale();
TextureSize = vec2(registers.SHARPER * SourceSize.x, SourceSize.y);
ilfac = vec2(1.0, clamp(floor(SourceSize.y/200.0), 1.0, 2.0));
if(registers.vertical_scanlines < 0.5)
{
TextureSize = vec2(registers.SHARPER * SourceSize.x, SourceSize.y);
ilfac = vec2(1.0, clamp(floor(SourceSize.y/(registers.interlace_detect > 0.5 ? 200.0 : 1000)), 1.0, 2.0));
// The size of one texel, in texture-coordinates.
one = ilfac / TextureSize;
// The size of one texel, in texture-coordinates.
one = ilfac / TextureSize;
// Resulting X pixel-coordinate of the pixel we're drawing.
mod_factor = vTexCoord.x * SourceSize.x * global.OutputSize.x / SourceSize.x;
// Resulting X pixel-coordinate of the pixel we're drawing.
mod_factor = vTexCoord.x * SourceSize.x * global.OutputSize.x / SourceSize.x;
}else{
TextureSize = vec2(SourceSize.x, registers.SHARPER * SourceSize.y);
ilfac = vec2(clamp(floor(SourceSize.x/(registers.interlace_detect > 0.5 ? 200.0 : 1000)), 1.0, 2.0), 1.0);
// The size of one texel, in texture-coordinates.
one = ilfac / TextureSize;
// Resulting X pixel-coordinate of the pixel we're drawing.
mod_factor = vTexCoord.y * SourceSize.y * global.OutputSize.y / SourceSize.y;
}
}
#pragma stage fragment
......@@ -198,9 +217,17 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
float intersect(vec2 xy)
{
float A = dot(xy,xy) + registers.d*registers.d;
float B = 2.0*(registers.R*(dot(xy,sinangle) - registers.d*cosangle.x*cosangle.y) - registers.d*registers.d);
float C = registers.d*registers.d + 2.0*registers.R*registers.d*cosangle.x*cosangle.y;
float B, C;
if(registers.vertical_scanlines < 0.5)
{
B = 2.0*(registers.R*(dot(xy,sinangle) - registers.d*cosangle.x*cosangle.y) - registers.d*registers.d);
C = registers.d*registers.d + 2.0*registers.R*registers.d*cosangle.x*cosangle.y;
}else{
B = 2.0*(registers.R*(dot(xy,sinangle) - registers.d*cosangle.y*cosangle.x) - registers.d*registers.d);
C = registers.d*registers.d + 2.0*registers.R*registers.d*cosangle.y*cosangle.x;
}
return (-B-sqrt(B*B - 4.0*A*C))/(2.0*A);
}
......@@ -227,22 +254,40 @@ vec2 fwtrans(vec2 uv)
float r = FIX(sqrt(dot(uv, uv)));
uv *= sin(r/registers.R)/r;
float x = 1.0 - cos(r/registers.R);
float D = registers.d/registers.R + x*cosangle.x*cosangle.y + dot(uv,sinangle);
float D;
if(registers.vertical_scanlines < 0.5)
D = registers.d/registers.R + x*cosangle.x*cosangle.y + dot(uv,sinangle);
else
D = registers.d/registers.R + x*cosangle.y*cosangle.x + dot(uv,sinangle);
return registers.d*(uv*cosangle - x*sinangle)/D;
}
vec3 maxscale()
{
vec2 c = bkwtrans(-registers.R * sinangle / (1.0 + registers.R/registers.d*cosangle.x*cosangle.y));
vec2 a = vec2(0.5, 0.5)*aspect;
vec2 lo = vec2(fwtrans(vec2(-a.x, c.y)).x,
fwtrans(vec2( c.x, -a.y)).y)/aspect;
vec2 hi = vec2(fwtrans(vec2(+a.x, c.y)).x,
fwtrans(vec2( c.x, +a.y)).y)/aspect;
return vec3((hi+lo)*aspect*0.5,max(hi.x-lo.x, hi.y-lo.y));
if(registers.vertical_scanlines < 0.5)
{
vec2 c = bkwtrans(-registers.R * sinangle / (1.0 + registers.R/registers.d*cosangle.x*cosangle.y));
vec2 a = vec2(0.5, 0.5)*aspect;
vec2 lo = vec2(fwtrans(vec2(-a.x, c.y)).x,
fwtrans(vec2( c.x, -a.y)).y)/aspect;
vec2 hi = vec2(fwtrans(vec2(+a.x, c.y)).x,
fwtrans(vec2( c.x, +a.y)).y)/aspect;
return vec3((hi+lo)*aspect*0.5,max(hi.x-lo.x, hi.y-lo.y));
}else{
vec2 c = bkwtrans(-registers.R * sinangle / (1.0 + registers.R/registers.d*cosangle.y*cosangle.x));
vec2 a = vec2(0.5, 0.5)*aspect;
vec2 lo = vec2(fwtrans(vec2(-a.y, c.x)).y,
fwtrans(vec2( c.y, -a.x)).x)/aspect;
vec2 hi = vec2(fwtrans(vec2(+a.y, c.x)).y,
fwtrans(vec2( c.y, +a.x)).x)/aspect;
return vec3((hi+lo)*aspect*0.5,max(hi.y-lo.y, hi.x-lo.x));
}
}
// Calculate the influence of a scanline on the current pixel.
......@@ -263,17 +308,19 @@ vec4 scanlineWeights(float distance, vec4 color)
// independent of its width. That is, for a narrower beam
// "weights" should have a higher peak at the center of the
// scanline than for a wider beam.
#ifdef USEGAUSSIAN
vec4 wid = 0.3 + 0.1 * pow(color, vec4(3.0));
vec4 weights = vec4(distance / wid);
return (registers.lum + 0.4) * exp(-weights * weights) / wid;
#else
vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0));
vec4 weights = vec4(distance / registers.scanline_weight);
return (registers.lum + 1.4) * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
#endif
#ifdef USEGAUSSIAN
vec4 wid = 0.3 + 0.1 * pow(color, vec4(3.0));
vec4 weights = vec4(distance / wid);
return (registers.lum + 0.4) * exp(-weights * weights) / wid;
#else
vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0));
vec4 weights = vec4(distance / registers.scanline_weight);
return (registers.lum + 1.4) * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
#endif
}
vec2 transform(vec2 coord)
{
coord = (coord - vec2(0.5, 0.5))*aspect*stretch.z + stretch.xy;
......@@ -281,7 +328,7 @@ vec2 transform(vec2 coord)
return (bkwtrans(coord) /
vec2(registers.overscan_x / 100.0, registers.overscan_y / 100.0)/aspect + vec2(0.5, 0.5));
}
float corner(vec2 coord)
{
coord = (coord - vec2(0.5)) * vec2(registers.overscan_x / 100.0, registers.overscan_y / 100.0) + vec2(0.5, 0.5);
......@@ -290,9 +337,12 @@ float corner(vec2 coord)
coord = (cdist - min(coord, cdist));
float dist = sqrt(dot(coord, coord));
return clamp((cdist.x - dist)*registers.cornersmooth, 0.0, 1.0);
if(registers.vertical_scanlines < 0.5)
return clamp((cdist.x - dist)*registers.cornersmooth, 0.0, 1.0);
else
return clamp((cdist.y - dist)*registers.cornersmooth, 0.0, 1.0);
}
void main()
{
// Here's a helpful diagram to keep in mind while trying to
......@@ -319,16 +369,19 @@ void main()
// Texture coordinates of the texel containing the active pixel.
vec2 xy;
if (registers.CURVATURE > 0.5)
xy = transform(vTexCoord);
xy = transform(vTexCoord);
else
xy = vTexCoord;
xy = vTexCoord;
float cval = corner(xy);
// Of all the pixels that are mapped onto the texel we are
// currently rendering, which pixel are we currently rendering?
vec2 ilvec = vec2(0.0, ilfac.y * registers.interlace_detect > 1.5 ? mod(float(registers.FrameCount), 2.0) : 0.0);
vec2 ilvec;
if(registers.vertical_scanlines < 0.5)
ilvec = vec2(0.0, ilfac.y * registers.interlace_detect > 1.5 ? mod(float(registers.FrameCount), 2.0) : 0.0);
else
ilvec = vec2(ilfac.x * registers.interlace_detect > 1.5 ? mod(float(registers.FrameCount), 2.0) : 0.0, 0.0);
vec2 ratio_scale = (xy * TextureSize - vec2(0.5, 0.5) + ilvec) / ilfac;
vec2 uv_ratio = fract(ratio_scale);
......@@ -339,7 +392,11 @@ void main()
// Calculate Lanczos scaling coefficients describing the effect
// of various neighbour texels in a scanline on the current
// pixel.
vec4 coeffs = PI * vec4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x);
vec4 coeffs;
if(registers.vertical_scanlines < 0.5)
coeffs = PI * vec4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x);
else
coeffs = PI * vec4(1.0 + uv_ratio.y, uv_ratio.y, 1.0 - uv_ratio.y, 2.0 - uv_ratio.y);
// Prevent division by zero.
coeffs = FIX(coeffs);
......@@ -353,24 +410,47 @@ void main()
// Calculate the effective colour of the current and next
// scanlines at the horizontal location of the current pixel,
// using the Lanczos coefficients above.
vec4 col = clamp(
mat4(
TEX2D(xy + vec2(-one.x, 0.0)),
TEX2D(xy),
TEX2D(xy + vec2(one.x, 0.0)),
TEX2D(xy + vec2(2.0 * one.x, 0.0))
) * coeffs,
0.0, 1.0
);
vec4 col2 = clamp(
mat4(
TEX2D(xy + vec2(-one.x, one.y)),
TEX2D(xy + vec2(0.0, one.y)),
TEX2D(xy + one),
TEX2D(xy + vec2(2.0 * one.x, one.y))
) * coeffs,
0.0, 1.0
);
vec4 col, col2;
if(registers.vertical_scanlines < 0.5)
{
col = clamp(
mat4(
TEX2D(xy + vec2(-one.x, 0.0)),
TEX2D(xy),
TEX2D(xy + vec2(one.x, 0.0)),
TEX2D(xy + vec2(2.0 * one.x, 0.0))
) * coeffs,
0.0, 1.0
);
col2 = clamp(
mat4(
TEX2D(xy + vec2(-one.x, one.y)),
TEX2D(xy + vec2(0.0, one.y)),
TEX2D(xy + one),
TEX2D(xy + vec2(2.0 * one.x, one.y))
) * coeffs,
0.0, 1.0
);
}else{
col = clamp(
mat4(
TEX2D(xy + vec2(0.0, -one.y)),
TEX2D(xy),
TEX2D(xy + vec2(0.0, one.y)),
TEX2D(xy + vec2(0.0, 2.0 * one.y))
) * coeffs,
0.0, 1.0
);
col2 = clamp(
mat4(
TEX2D(xy + vec2(one.x, -one.y)),
TEX2D(xy + vec2(one.x, 0.0)),
TEX2D(xy + one),
TEX2D(xy + vec2(one.x, 2.0 * one.y))
) * coeffs,
0.0, 1.0
);
}
#ifndef LINEAR_PROCESSING
col = pow(col , vec4(registers.CRTgamma));
......@@ -379,18 +459,35 @@ void main()
// Calculate the influence of the current and next scanlines on
// the current pixel.
vec4 weights = scanlineWeights(uv_ratio.y, col);
vec4 weights2 = scanlineWeights(1.0 - uv_ratio.y, col2);
#ifdef OVERSAMPLE
float filter_ = fwidth(ratio_scale.y);
uv_ratio.y = uv_ratio.y + 1.0/3.0*filter_;
weights = (weights + scanlineWeights(uv_ratio.y, col))/3.0;
weights2 = (weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2))/3.0;
uv_ratio.y = uv_ratio.y - 2.0/3.0*filter_;
weights = weights + scanlineWeights(abs(uv_ratio.y), col)/3.0;
weights2 = weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2)/3.0;
#endif
vec4 weights, weights2;
if(registers.vertical_scanlines < 0.5)
{
weights = scanlineWeights(uv_ratio.y, col);
weights2 = scanlineWeights(1.0 - uv_ratio.y, col2);
#ifdef OVERSAMPLE
float filter_ = fwidth(ratio_scale.y);
uv_ratio.y = uv_ratio.y + 1.0/3.0*filter_;
weights = (weights + scanlineWeights(uv_ratio.y, col))/3.0;
weights2 = (weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2))/3.0;
uv_ratio.y = uv_ratio.y - 2.0/3.0*filter_;
weights = weights + scanlineWeights(abs(uv_ratio.y), col)/3.0;
weights2 = weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2)/3.0;
#endif
}else{
weights = scanlineWeights(uv_ratio.x, col);
weights2 = scanlineWeights(1.0 - uv_ratio.x, col2);
#ifdef OVERSAMPLE
float filter_ = fwidth(ratio_scale.x);
uv_ratio.x = uv_ratio.x + 1.0/3.0*filter_;
weights = (weights + scanlineWeights(uv_ratio.x, col))/3.0;
weights2 = (weights2 + scanlineWeights(abs(1.0 - uv_ratio.x), col2))/3.0;
uv_ratio.x = uv_ratio.x - 2.0/3.0*filter_;
weights = weights + scanlineWeights(abs(uv_ratio.x), col)/3.0;
weights2 = weights2 + scanlineWeights(abs(1.0 - uv_ratio.x), col2)/3.0;
#endif
}
vec3 mul_res = (col * weights + col2 * weights2).rgb * vec3(cval);
......
shaders = 2
shader0 = shaders/ntsc-adaptive-tate/ntsc-tate-pass1.slang
scale_type0 = source
scale_x0 = 1.0
filter_linear0 = false
scale_y0 = 4.0
float_framebuffer0 = true
shader1 = shaders/ntsc-adaptive-tate/ntsc-tate-pass2.slang
scale_type1 = source
scale_x1 = 1.0
scale_y1 = 0.5
filter_linear1 = false
#version 450
// NTSC-Adaptive
// based on Themaister's NTSC shader
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
float quality, bw;
} global;
#pragma parameter quality "Quality (Composite = 0, Svideo = 1)" 0.0 0.0 1.0 1.0
#pragma parameter bw "Black and White" 0.0 0.0 1.0 1.0
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 pix_no;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
pix_no = TexCoord * global.SourceSize.xy * (global.OutputSize.xy / global.SourceSize.xy);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 pix_no;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define PI 3.14159265
float phase = (global.OriginalSize.y > 300.0) ? 2.0 : 3.0;
#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;
}
void main()
{
float CHROMA_MOD_FREQ = (phase < 2.5) ? (4.0 * PI / 15.0) : (PI / 3.0);
float ARTIFACTING = 1.0 - global.quality;
float FRINGING = 1.0 - global.quality;
float SATURATION = 1.0 - global.bw;
// prevent some very slight clipping that happens at 1.0
const float BRIGHTNESS = 0.95;
vec3 col = texture(Source, vTexCoord).rgb;
vec3 yiq = rgb2yiq(col);
float chroma_phase = (phase < 2.5) ? PI * (mod(pix_no.x, 2.0) + mod(global.FrameCount, 2.)) : 0.6667 * PI * (mod(pix_no.x, 3.0) + mod(global.FrameCount, 2.));
float mod_phase = chroma_phase + pix_no.y * 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.
FragColor = vec4(yiq, 1.0);
}
#version 450
// NTSC-Adaptive
// based on Themaister's NTSC shader
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
float linearize;
} global;
#pragma parameter linearize "Linearize Output Gamma" 0.0 0.0 1.0 1.0
#define fetch_offset(offset, one_y) \
texture(Source, vTexCoord + vec2(0.0, (offset) * (one_y))).xyz
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord - vec2(0.0, 0.5 / global.SourceSize.y); // Compensate for decimate-by-2.
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
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;
}
const int TAPS_2_phase = 32;
const float luma_filter_2_phase[33] = float[33](
-0.000174844,
-0.000205844,
-0.000149453,
-0.000051693,
0.000000000,
-0.000066171,
-0.000245058,
-0.000432928,
-0.000472644,
-0.000252236,
0.000198929,
0.000687058,
0.000944112,
0.000803467,
0.000363199,
0.000013422,
0.000253402,
0.001339461,
0.002932972,
0.003983485,
0.003026683,
-0.001102056,
-0.008373026,
-0.016897700,
-0.022914480,
-0.021642347,
-0.008863273,
0.017271957,
0.054921920,
0.098342579,
0.139044281,
0.168055832,
0.178571429);
const float chroma_filter_2_phase[33] = float[33](
0.001384762,
0.001678312,
0.002021715,
0.002420562,
0.002880460,
0.003406879,
0.004004985,
0.004679445,
0.005434218,
0.006272332,
0.007195654,
0.008204665,
0.009298238,
0.010473450,
0.011725413,
0.013047155,
0.014429548,
0.015861306,
0.017329037,
0.018817382,
0.020309220,
0.021785952,
0.023227857,
0.024614500,
0.025925203,
0.027139546,
0.028237893,
0.029201910,
0.030015081,
0.030663170,
0.031134640,
0.031420995,
0.031517031);
const int TAPS_3_phase = 24;
const float luma_filter_3_phase[25] = float[25](
-0.000012020,
-0.000022146,
-0.000013155,
-0.000012020,
-0.000049979,
-0.000113940,
-0.000122150,
-0.000005612,
0.000170516,
0.000237199,
0.000169640,
0.000285688,
0.000984574,
0.002018683,
0.002002275,
-0.000909882,
-0.007049081,
-0.013222860,
-0.012606931,
0.002460860,
0.035868225,
0.084016453,
0.135563500,
0.175261268,
0.190176552);
const float chroma_filter_3_phase[25] = float[25](
-0.000118847,
-0.000271306,
-0.000502642,
-0.000930833,
-0.001451013,
-0.002064744,
-0.002700432,
-0.003241276,
-0.003524948,
-0.003350284,