From 0d6094d842803bfab90147ca714f56a91ae1f864 Mon Sep 17 00:00:00 2001 From: Thomas Harte Date: Wed, 2 Sep 2015 17:17:22 -0400 Subject: [PATCH] Attempted very basic vectorisation, plus some minor other clean-ups. --- .../Mac/Clock Signal/CSCathodeRayView.m | 63 ++++++++----------- 1 file changed, 26 insertions(+), 37 deletions(-) diff --git a/OSBindings/Mac/Clock Signal/CSCathodeRayView.m b/OSBindings/Mac/Clock Signal/CSCathodeRayView.m index 1a4a85ab0..b8ae9f3e5 100644 --- a/OSBindings/Mac/Clock Signal/CSCathodeRayView.m +++ b/OSBindings/Mac/Clock Signal/CSCathodeRayView.m @@ -195,7 +195,7 @@ const char *vertexShader = "srcCoordinatesVarying[5] = srcCoordinatesVarying[2] - vec2(0.1 / textureSize.x, 0.0);\n" "srcCoordinatesVarying[6] = srcCoordinatesVarying[2] + vec2(0.1 / textureSize.x, 0.0);\n" "lateralVarying = lateral + 1.0707963267949;\n" - "phase = srcCoordinates.x;\n" + "phase = srcCoordinates.x * 6.283185308;\n" "gl_Position = vec4(position.x * 2.0 - 1.0, 1.0 - position.y * 2.0 , 0.0, 1.0);\n" // + position.x / 131.0 "}\n"; @@ -214,57 +214,46 @@ const char *fragmentShader = "uniform sampler2D texID;\n" "uniform float alpha;\n" "\n" - "float angles[5];\n" - "\n" "float sample(float c, float angle)\n" "{\n" "float y = 0.1 + (mod(c * 128.0, 8.0) / 8.0) * 0.9;\n" "float rawCh = (c * 16.0);\n" - "float ch = mod(rawCh, 16.0);\n" - "float aOffset = 2.0 * 3.141592654 * (ch - mod(ch, 1.0)) / 17.0;\n" + "float aOffset = 2.0 * 3.141592654 * floor(mod(rawCh, 16.0)) / 17.0;\n" "return y + step(1.0, rawCh) * (0.1 * sin(angle + aOffset));\n" "}\n" "\n" "void main(void)\n" "{\n" - "float samples[7];\n" - "float angles[7], i[5], q[5];\n" + "vec4 samples[2];\n" + "float angles[7];\n" "\n" - "angles[0] = mod(phase + 0.6, 1.0) * 2.0 * 3.141592654;\n" - "angles[1] = mod(phase + 0.8, 1.0) * 2.0 * 3.141592654;\n" - "angles[2] = mod(phase, 1.0) * 2.0 * 3.141592654;\n" - "angles[3] = mod(phase + 0.2, 1.0) * 2.0 * 3.141592654;\n" - "angles[4] = mod(phase + 0.4, 1.0) * 2.0 * 3.141592654;\n" - "angles[5] = mod(phase + 0.9, 1.0) * 2.0 * 3.141592654;\n" - "angles[6] = mod(phase + 0.1, 1.0) * 2.0 * 3.141592654;\n" + "angles[2] = mod(phase, 6.283185308);\n" "\n" - "samples[0] = sample(texture(texID, srcCoordinatesVarying[0]).r, angles[0]);\n" - "samples[1] = sample(texture(texID, srcCoordinatesVarying[1]).r, angles[1]);\n" - "samples[2] = sample(texture(texID, srcCoordinatesVarying[2]).r, angles[2]);\n" - "samples[3] = sample(texture(texID, srcCoordinatesVarying[3]).r, angles[3]);\n" - "samples[4] = sample(texture(texID, srcCoordinatesVarying[4]).r, angles[4]);\n" - "samples[5] = sample(texture(texID, srcCoordinatesVarying[5]).r, angles[5]);\n" - "samples[6] = sample(texture(texID, srcCoordinatesVarying[6]).r, angles[6]);\n" - "float y = (samples[0] + samples[1] + samples[2] + samples[3] + samples[4]) / 5.0;\n" + "angles[0] = angles[2] + 3.7699111848;\n" + "angles[1] = angles[2] + 5.0265482464;\n" + "angles[3] = angles[2] + 1.2566370616;\n" + "angles[4] = angles[2] + 2.5132741232;\n" + "angles[5] = angles[2] + 5.6548667772;\n" + "angles[6] = angles[2] + 0.6283185308;\n" "\n" - "i[0] = (samples[1] - y) * sin(angles[1]);\n" - "i[1] = (samples[5] - y) * sin(angles[5]);\n" - "i[2] = (samples[2] - y) * sin(angles[2]);\n" - "i[3] = (samples[6] - y) * sin(angles[6]);\n" - "i[4] = (samples[3] - y) * sin(angles[3]);\n" - "float iSum = (i[0] + i[1] + i[2] + i[3] + i[4]) * 1.1914;\n" + "samples[0] = vec4(sample(texture(texID, srcCoordinatesVarying[0]).r, angles[0])," + " sample(texture(texID, srcCoordinatesVarying[1]).r, angles[1])," + " sample(texture(texID, srcCoordinatesVarying[2]).r, angles[2])," + " sample(texture(texID, srcCoordinatesVarying[3]).r, angles[3]));\n" + "samples[1] = vec4(sample(texture(texID, srcCoordinatesVarying[4]).r, angles[4])," + " sample(texture(texID, srcCoordinatesVarying[5]).r, angles[5])," + " sample(texture(texID, srcCoordinatesVarying[6]).r, angles[6])," + " 1.0);\n" + "float y = dot(vec4(0.2, 0.2, 0.2, 0.2), samples[0]) + dot(vec4(0.2, 0.0, 0.0, 0.0), samples[1]);\n" "\n" - "q[0] = (samples[1] - y) * cos(angles[1]);\n" - "q[1] = (samples[5] - y) * cos(angles[5]);\n" - "q[2] = (samples[2] - y) * cos(angles[2]);\n" - "q[3] = (samples[6] - y) * cos(angles[6]);\n" - "q[4] = (samples[3] - y) * cos(angles[3]);\n" - "float qSum = (q[0] + q[1] + q[2] + q[3] + q[4]) * 1.0452;\n" + "samples[0] -= vec4(y, y, y, y);\n" + "samples[1] -= vec4(y, y, y, y);\n" "\n" + "float i = dot(vec4(0.0, sin(angles[1]), sin(angles[2]), sin(angles[3])), samples[0]) + dot(vec4(0.0, sin(angles[5]), sin(angles[6]), 0.0), samples[1]);" + "float q = dot(vec4(0.0, cos(angles[1]), cos(angles[2]), cos(angles[3])), samples[0]) + dot(vec4(0.0, cos(angles[5]), cos(angles[6]), 0.0), samples[1]);" "\n" - "fragColour = vec4( y + 0.965 * iSum + 0.621 * qSum, " - "y - 0.272 * iSum - 0.647 * qSum, " - "y - 1.106 * iSum + 1.703 * qSum, " + "const mat3 yiqToRGB = mat3(1.0, 1.149701, 0.6490692, 1.0, -0.3240608, -0.6762444, 1.0, -1.3176884, 1.7799756);\n" + "fragColour = vec4( yiqToRGB * vec3(y, i, q)," "1.0);\n" "}\n";