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https://github.com/TomHarte/CLK.git
synced 2024-12-23 20:29:42 +00:00
Basic attempts to organise myself into shape for composite output continue.
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6dfe877c43
@ -40,7 +40,7 @@ Machine::Machine() :
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"float texValue = texture(texID, coordinate).r;"
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"return vec4(step(4.0/256.0, mod(texValue, 8.0/256.0)), step(2.0/256.0, mod(texValue, 4.0/256.0)), step(1.0/256.0, mod(texValue, 2.0/256.0)), 1.0);"
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"}");
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_crt->set_output_device(Outputs::CRT::Television);
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_crt->set_output_device(Outputs::CRT::Monitor);
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// _crt->set_visible_area(Outputs::Rect(0.23108f, 0.0f, 0.8125f, 0.98f)); //1875
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memset(_key_states, 0, sizeof(_key_states));
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@ -17,7 +17,8 @@
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using namespace Outputs;
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struct CRT::OpenGLState {
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std::unique_ptr<OpenGL::Shader> rgb_shader_program, composite_input_shader_program;
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std::unique_ptr<OpenGL::Shader> rgb_shader_program;
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std::unique_ptr<OpenGL::Shader> composite_input_shader_program, composite_output_shader_program;
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GLuint arrayBuffer, vertexArray;
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size_t verticesPerSlice;
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@ -122,16 +123,6 @@ void CRT::draw_frame(unsigned int output_width, unsigned int output_height, bool
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// lock down any further work on the current frame
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_output_mutex->lock();
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// update uniforms
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push_size_uniforms(output_width, output_height);
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// clear the buffer
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glClear(GL_COLOR_BUFFER_BIT);
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glBindFramebuffer(GL_FRAMEBUFFER, _openGL_state->defaultFramebuffer);
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// glBindTexture(GL_TEXTURE_2D, _openGL_state->textureName);
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// glGetIntegerv(GL_VIEWPORT, results);
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// upload more source pixel data if any; we'll always resubmit the last line submitted last
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// time as it may have had extra data appended to it
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for(unsigned int buffer = 0; buffer < _buffer_builder->number_of_buffers; buffer++)
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@ -159,6 +150,20 @@ void CRT::draw_frame(unsigned int output_width, unsigned int output_height, bool
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}
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}
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// check for anything to decode from composite
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if(_composite_src_runs->number_of_vertices)
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{
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_openGL_state->composite_input_shader_program->bind();
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_composite_src_runs->reset();
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}
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// _output_mutex->unlock();
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// return;
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// reinstate the output framebuffer
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// glBindTexture(GL_TEXTURE_2D, _openGL_state->textureName);
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// glGetIntegerv(GL_VIEWPORT, results);
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// ensure array buffer is up to date
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size_t max_number_of_vertices = 0;
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for(int c = 0; c < kCRTNumberOfFields; c++)
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@ -178,8 +183,20 @@ void CRT::draw_frame(unsigned int output_width, unsigned int output_height, bool
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}
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}
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// switch to the output shader
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if(_openGL_state->rgb_shader_program)
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{
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_openGL_state->rgb_shader_program->bind();
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// update uniforms
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push_size_uniforms(output_width, output_height);
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// Ensure we're back on the output framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, _openGL_state->defaultFramebuffer);
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// clear the buffer
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glClear(GL_COLOR_BUFFER_BIT);
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// draw all sitting frames
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unsigned int run = (unsigned int)_run_write_pointer;
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// printf("%d: %zu v %zu\n", run, _run_builders[run]->uploaded_vertices, _run_builders[run]->number_of_vertices);
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@ -209,6 +226,7 @@ void CRT::draw_frame(unsigned int output_width, unsigned int output_height, bool
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// advance back in time
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run = (run - 1 + kCRTNumberOfFields) % kCRTNumberOfFields;
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}
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}
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_output_mutex->unlock();
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}
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@ -262,7 +280,8 @@ char *CRT::get_input_vertex_shader()
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"in vec2 phaseAndAmplitude;"
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"in float phaseTime;"
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"uniform vec2 textureSize;"
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"uniform vec2 outputTextureSize;"
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"uniform vec2 inputTextureSize;"
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"uniform float phaseCyclesPerTick;"
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"out vec2 inputPositionVarying;"
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@ -270,8 +289,8 @@ char *CRT::get_input_vertex_shader()
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"void main(void)"
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"{"
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"inputPositionVarying = inputPosition;"
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"gl_Position = vec4(outputPosition.x * 2.0 / textureSize.x - 1.0, outputPosition.y * 2.0 / textureSize.y - 1.0, 0.0, 1.0);"
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"inputPositionVarying = vec2(inputPositionVarying.x / inputTextureSize.x, (inputPositionVarying.y + 0.5) / inputTextureSize.y);"
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"gl_Position = vec4(outputPosition.x * 2.0 / outputTextureSize - 1.0, outputPosition.y * 2.0 / outputTextureSize - 1.0, 0.0, 1.0);"
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"phaseVarying = (phaseCyclesPerTick * phaseTime + phaseAndAmplitude.x) * 2.0 * 3.141592654;"
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"}");
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}
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@ -281,6 +300,7 @@ char *CRT::get_input_fragment_shader()
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const char *composite_shader = _composite_shader;
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if(!composite_shader)
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{
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// TODO: synthesise an RGB -> (selected colour space) shader
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}
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return get_compound_shader(
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@ -393,53 +413,6 @@ char *CRT::get_output_fragment_shader(const char *sampling_function)
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, sampling_function);
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}
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// const char *const ntscVertexShaderGlobals =
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// "out vec2 srcCoordinatesVarying[4];\n"
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// "out float phase;\n";
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//
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// const char *const ntscVertexShaderBody =
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// "phase = srcCoordinates.x * 6.283185308;\n"
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// "\n"
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// "srcCoordinatesVarying[0] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
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// "srcCoordinatesVarying[3] = srcCoordinatesVarying[0] + vec2(0.375 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[2] = srcCoordinatesVarying[0] + vec2(0.125 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[1] = srcCoordinatesVarying[0] - vec2(0.125 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[0] = srcCoordinatesVarying[0] - vec2(0.325 / textureSize.x, 0.0);\n";
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// assumes y = [0, 1], i and q = [-0.5, 0.5]; therefore i components are multiplied by 1.1914 versus standard matrices, q by 1.0452
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// const char *const yiqToRGB = "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);";
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// assumes y = [0,1], u and v = [-0.5, 0.5]; therefore u components are multiplied by 1.14678899082569, v by 0.8130081300813
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// const char *const yuvToRGB = "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 0.0, -0.75213899082569, 2.33040137614679, 0.92669105691057, -0.4720325203252, 0.0);";
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// const char *const ntscFragmentShaderGlobals =
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// "in vec2 srcCoordinatesVarying[4];\n"
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// "in float phase;\n"
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// "\n"
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// "// for conversion from 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"
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// "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);\n";
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// const char *const ntscFragmentShaderBody =
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// "vec4 angles = vec4(phase) + vec4(-2.35619449019234, -0.78539816339745, 0.78539816339745, 2.35619449019234);\n"
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// "vec4 samples = vec4("
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// " sample(srcCoordinatesVarying[0], angles.x),"
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// " sample(srcCoordinatesVarying[1], angles.y),"
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// " sample(srcCoordinatesVarying[2], angles.z),"
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// " sample(srcCoordinatesVarying[3], angles.w)"
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// ");\n"
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// "\n"
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// "float y = dot(vec4(0.25), samples);\n"
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// "samples -= vec4(y);\n"
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// "\n"
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// "float i = dot(cos(angles), samples);\n"
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// "float q = dot(sin(angles), samples);\n"
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// "\n"
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// "fragColour = 5.0 * texture(shadowMaskTexID, shadowMaskCoordinates) * vec4(yiqToRGB * vec3(y, i, q), 1.0);//sin(lateralVarying));\n";
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// dot(vec3(1.0/6.0, 2.0/3.0, 1.0/6.0), vec3(sample(srcCoordinatesVarying[0]), sample(srcCoordinatesVarying[0]), sample(srcCoordinatesVarying[0])));//sin(lateralVarying));\n";
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//}
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#pragma mark - Shader utilities
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char *CRT::get_compound_shader(const char *base, const char *insert)
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@ -460,6 +433,16 @@ void CRT::prepare_composite_input_shader()
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if(vertex_shader && fragment_shader)
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{
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_openGL_state->composite_input_shader_program = std::unique_ptr<OpenGL::Shader>(new OpenGL::Shader(vertex_shader, fragment_shader));
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GLint texIDUniform = _openGL_state->composite_input_shader_program->get_uniform_location("texID");
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GLint inputTextureSizeUniform = _openGL_state->composite_input_shader_program->get_uniform_location("inputTextureSize");
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GLint outputTextureSizeUniform = _openGL_state->composite_input_shader_program->get_uniform_location("outputTextureSize");
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GLint phaseCyclesPerTickUniform = _openGL_state->composite_input_shader_program->get_uniform_location("phaseCyclesPerTick");
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glUniform1i(texIDUniform, first_supplied_buffer_texture_unit);
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glUniform2f(outputTextureSizeUniform, CRTIntermediateBufferWidth, CRTIntermediateBufferHeight);
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glUniform2f(inputTextureSizeUniform, CRTInputBufferBuilderWidth, CRTInputBufferBuilderHeight);
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glUniform1f(phaseCyclesPerTickUniform, (float)_colour_cycle_numerator / (float)(_colour_cycle_denominator * _cycles_per_line));
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}
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free(vertex_shader);
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free(fragment_shader);
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@ -541,3 +524,51 @@ void CRT::set_output_device(CRT::OutputDevice output_device)
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_composite_src_output_y = 0;
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}
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}
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// const char *const ntscVertexShaderGlobals =
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// "out vec2 srcCoordinatesVarying[4];\n"
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// "out float phase;\n";
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//
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// const char *const ntscVertexShaderBody =
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// "phase = srcCoordinates.x * 6.283185308;\n"
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// "\n"
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// "srcCoordinatesVarying[0] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
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// "srcCoordinatesVarying[3] = srcCoordinatesVarying[0] + vec2(0.375 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[2] = srcCoordinatesVarying[0] + vec2(0.125 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[1] = srcCoordinatesVarying[0] - vec2(0.125 / textureSize.x, 0.0);\n"
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// "srcCoordinatesVarying[0] = srcCoordinatesVarying[0] - vec2(0.325 / textureSize.x, 0.0);\n";
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// assumes y = [0, 1], i and q = [-0.5, 0.5]; therefore i components are multiplied by 1.1914 versus standard matrices, q by 1.0452
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// const char *const yiqToRGB = "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);";
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// assumes y = [0,1], u and v = [-0.5, 0.5]; therefore u components are multiplied by 1.14678899082569, v by 0.8130081300813
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// const char *const yuvToRGB = "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 0.0, -0.75213899082569, 2.33040137614679, 0.92669105691057, -0.4720325203252, 0.0);";
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// const char *const ntscFragmentShaderGlobals =
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// "in vec2 srcCoordinatesVarying[4];\n"
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// "in float phase;\n"
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// "\n"
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// "// for conversion from 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"
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// "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);\n";
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// const char *const ntscFragmentShaderBody =
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// "vec4 angles = vec4(phase) + vec4(-2.35619449019234, -0.78539816339745, 0.78539816339745, 2.35619449019234);\n"
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// "vec4 samples = vec4("
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// " sample(srcCoordinatesVarying[0], angles.x),"
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// " sample(srcCoordinatesVarying[1], angles.y),"
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// " sample(srcCoordinatesVarying[2], angles.z),"
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// " sample(srcCoordinatesVarying[3], angles.w)"
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// ");\n"
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// "\n"
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// "float y = dot(vec4(0.25), samples);\n"
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// "samples -= vec4(y);\n"
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// "\n"
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// "float i = dot(cos(angles), samples);\n"
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// "float q = dot(sin(angles), samples);\n"
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// "\n"
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// "fragColour = 5.0 * texture(shadowMaskTexID, shadowMaskCoordinates) * vec4(yiqToRGB * vec3(y, i, q), 1.0);//sin(lateralVarying));\n";
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// dot(vec3(1.0/6.0, 2.0/3.0, 1.0/6.0), vec3(sample(srcCoordinatesVarying[0]), sample(srcCoordinatesVarying[0]), sample(srcCoordinatesVarying[0])));//sin(lateralVarying));\n";
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//}
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