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Fixed scanline sizing and fill issues, as well as shortening vsync to the correct Atari length.
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@ -136,7 +136,7 @@ void Machine::get_output_pixel(uint8_t *pixel, int offset)
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void Machine::output_pixels(int count)
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{
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const int32_t start_of_sync = 214;
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const int32_t end_of_sync = 188;
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const int32_t end_of_sync = 198;
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_timestamp += count;
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while(count--)
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@ -164,7 +164,7 @@ const char *vertexShader =
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"void main (void)\n"
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"{\n"
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"srcCoordinatesVarying = vec2(srcCoordinates.x / 512.0, (srcCoordinates.y + 0.5) / 512.0);\n"
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"lateralVarying = lateral * 2.09435310266667 + 0.52359877566668;"
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"lateralVarying = lateral + 1.0707963267949;\n"
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"gl_Position = vec4(position.x * 2.0 - 1.0, 1.0 - position.y * 2.0 + position.x / 131.0, 0.0, 1.0);\n"
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"}\n";
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@ -180,7 +180,7 @@ const char *fragmentShader =
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"\n"
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"void main(void)\n"
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"{\n"
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"fragColour = texture(texID, srcCoordinatesVarying) * vec4(1.0, 1.0, 1.0, sin(lateralVarying));\n"
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"fragColour = texture(texID, srcCoordinatesVarying) * vec4(1.0, 1.0, 1.0, sin(lateralVarying));\n" //
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"}\n";
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#if defined(DEBUG)
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@ -37,7 +37,7 @@ void CRT::set_new_timing(int cycles_per_line, int height_of_display)
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_sync_capacitor_charge_threshold = ((syncCapacityLineChargeThreshold * _cycles_per_line) * 50) >> 7;
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_horizontal_retrace_time = (millisecondsHorizontalRetraceTime * _cycles_per_line) >> 6;
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const int vertical_retrace_time = scanlinesVerticalRetraceTime * _cycles_per_line;
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const float halfLineWidth = (float)_height_of_display * 1.0f;
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const float halfLineWidth = (float)_height_of_display * 1.85f;
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for(int c = 0; c < 4; c++)
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{
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