From 39027b675d9abcdb28189b8d650b6c325ab810ac Mon Sep 17 00:00:00 2001 From: Thomas Harte Date: Sat, 5 Sep 2015 17:09:24 -0400 Subject: [PATCH] Fixed YIQ conversion and made sampling pattern slightly more rational. --- .../Mac/Clock Signal/CSCathodeRayView.m | 40 ++++++++++--------- 1 file changed, 22 insertions(+), 18 deletions(-) diff --git a/OSBindings/Mac/Clock Signal/CSCathodeRayView.m b/OSBindings/Mac/Clock Signal/CSCathodeRayView.m index 6a1c53f97..f0313c7d8 100644 --- a/OSBindings/Mac/Clock Signal/CSCathodeRayView.m +++ b/OSBindings/Mac/Clock Signal/CSCathodeRayView.m @@ -191,16 +191,20 @@ static NSString *const vertexShader = "\n" "void main (void)\n" "{\n" - "srcCoordinatesVarying[2] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n" - "srcCoordinatesVarying[0] = srcCoordinatesVarying[2] - vec2(0.4 / textureSize.x, 0.0);\n" - "srcCoordinatesVarying[1] = srcCoordinatesVarying[2] - vec2(0.2 / textureSize.x, 0.0);\n" - "srcCoordinatesVarying[4] = srcCoordinatesVarying[2] + vec2(0.4 / textureSize.x, 0.0);\n" - "srcCoordinatesVarying[3] = srcCoordinatesVarying[2] + vec2(0.2 / textureSize.x, 0.0);\n" - "srcCoordinatesVarying[5] = srcCoordinatesVarying[2] - vec2(0.1 / textureSize.x, 0.0);\n" - "srcCoordinatesVarying[6] = srcCoordinatesVarying[2] + vec2(0.1 / textureSize.x, 0.0);\n" + "srcCoordinatesVarying[3] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n" + "\n" + "srcCoordinatesVarying[0] = srcCoordinatesVarying[3] - vec2(0.4 / textureSize.x, 0.0);\n" + "srcCoordinatesVarying[1] = srcCoordinatesVarying[3] - vec2(0.2 / textureSize.x, 0.0);\n" + "srcCoordinatesVarying[2] = srcCoordinatesVarying[3] - vec2(0.1 / textureSize.x, 0.0);\n" + "\n" + "srcCoordinatesVarying[4] = srcCoordinatesVarying[3] + vec2(0.1 / textureSize.x, 0.0);\n" + "srcCoordinatesVarying[5] = srcCoordinatesVarying[3] + vec2(0.2 / textureSize.x, 0.0);\n" + "srcCoordinatesVarying[6] = srcCoordinatesVarying[3] + vec2(0.4 / textureSize.x, 0.0);\n" + "\n" "lateralVarying = lateral + 1.0707963267949;\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" + "gl_Position = vec4(position.x * 2.0 - 1.0, 1.0 - position.y * 2.0 + position.x / 131.0, 0.0, 1.0);\n" "}\n"; // TODO: this should be factored out and be per project @@ -223,9 +227,9 @@ static NSString *const fragmentShader = "vec4 samples[2];\n" "vec4 angles[2];\n" "\n" - "vec4 angle = vec4(mod(phase, 6.283185308));\n" - "angles[0] = angle + vec4(3.7699111848, 5.0265482464, 0.0, 1.2566370616);\n" - "angles[1] = angle + vec4(2.5132741232, 5.6548667772, 0.6283185308, 0.0);\n" + "vec4 angle = vec4(phase);\n" + "angles[0] = angle + vec4(-2.5132741232, -1.2566370616, -0.6283185308, 0.0);\n" + "angles[1] = angle + vec4(0.6283185308, 1.2566370616, 2.5132741232, 0.0);\n" "\n" "samples[0] = vec4(" " sample(srcCoordinatesVarying[0], angles[0].x)," @@ -236,18 +240,18 @@ static NSString *const fragmentShader = " sample(srcCoordinatesVarying[4], angles[1].x)," " sample(srcCoordinatesVarying[5], angles[1].y)," " sample(srcCoordinatesVarying[6], angles[1].z)," - " 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" + " 0.0);\n" + "float y = dot(vec4(0.2, 0.2, 0.0, 0.2), samples[0]) + dot(vec4(0.0, 0.2, 0.2, 0.0), samples[1]);\n" "\n" "samples[0] -= vec4(y);\n" "samples[1] -= vec4(y);\n" "\n" - "float i = dot(vec4(0.0, sin(angles[0].y), sin(angles[0].z), sin(angles[0].w)), samples[0]) + dot(vec4(0.0, sin(angles[1].y), sin(angles[1].z), 0.0), samples[1]);" - "float q = dot(vec4(0.0, cos(angles[0].y), cos(angles[0].z), cos(angles[0].w)), samples[0]) + dot(vec4(0.0, cos(angles[1].y), cos(angles[1].z), 0.0), samples[1]);" + "float i = dot(vec4(0.0, sin(angles[0].y), sin(angles[0].z), sin(angles[0].w)), samples[0]) + dot(vec4(sin(angles[1].x), sin(angles[1].y), 0.0, 0.0), samples[1]);\n" + "float q = dot(vec4(0.0, cos(angles[0].y), cos(angles[0].z), cos(angles[0].w)), samples[0]) + dot(vec4(cos(angles[1].x), cos(angles[1].y), 0.0, 0.0), samples[1]);\n" "\n" - "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" + "// now i and q are in the range [-0.5, 0.5], so i needs to be multiplied by 1.1914 and q by 1.0452\n" + "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);\n" + "fragColour = vec4( yiqToRGB * vec3(y, i, q), 1.0);\n" "}\n"; #if defined(DEBUG)