From 798cc58f765b2dbade846542d84edf66310550c9 Mon Sep 17 00:00:00 2001 From: Thomas Harte Date: Tue, 5 Feb 2019 19:22:35 -0500 Subject: [PATCH] Simplifies the composite colour shader no longer to handle colour. --- Outputs/OpenGL/ScanTargetGLSLFragments.cpp | 81 +++++++++------------- 1 file changed, 33 insertions(+), 48 deletions(-) diff --git a/Outputs/OpenGL/ScanTargetGLSLFragments.cpp b/Outputs/OpenGL/ScanTargetGLSLFragments.cpp index d97d6c3f4..01ebba6e0 100644 --- a/Outputs/OpenGL/ScanTargetGLSLFragments.cpp +++ b/Outputs/OpenGL/ScanTargetGLSLFragments.cpp @@ -240,14 +240,14 @@ std::unique_ptr ScanTarget::conversion_shader() const { "out float compositeAmplitude;" "out float oneOverCompositeAmplitude;" - "uniform float textureCoordinateOffsets[7];" + "uniform float textureCoordinateOffsets[4];" "uniform float angleOffsets[4];"; fragment_shader += "in float compositeAngle;" "in float compositeAmplitude;" "in float oneOverCompositeAmplitude;" - "uniform vec4 compositeAngleOffsets[2];"; + "uniform vec4 compositeAngleOffsets;"; } switch(modals_.display_type){ @@ -260,9 +260,9 @@ std::unique_ptr ScanTarget::conversion_shader() const { case DisplayType::CompositeColour: case DisplayType::SVideo: vertex_shader += - "out vec2 textureCoordinates[7];"; + "out vec2 textureCoordinates[4];"; fragment_shader += - "in vec2 textureCoordinates[7];"; + "in vec2 textureCoordinates[4];"; break; } @@ -300,10 +300,7 @@ std::unique_ptr ScanTarget::conversion_shader() const { "textureCoordinates[0] = vec2(centreClock + textureCoordinateOffsets[0], lineY + 0.5) / textureSize(textureName, 0);" "textureCoordinates[1] = vec2(centreClock + textureCoordinateOffsets[1], lineY + 0.5) / textureSize(textureName, 0);" "textureCoordinates[2] = vec2(centreClock + textureCoordinateOffsets[2], lineY + 0.5) / textureSize(textureName, 0);" - "textureCoordinates[3] = vec2(centreClock + textureCoordinateOffsets[3], lineY + 0.5) / textureSize(textureName, 0);" - "textureCoordinates[4] = vec2(centreClock + textureCoordinateOffsets[4], lineY + 0.5) / textureSize(textureName, 0);" - "textureCoordinates[5] = vec2(centreClock + textureCoordinateOffsets[5], lineY + 0.5) / textureSize(textureName, 0);" - "textureCoordinates[6] = vec2(centreClock + textureCoordinateOffsets[6], lineY + 0.5) / textureSize(textureName, 0);"; + "textureCoordinates[3] = vec2(centreClock + textureCoordinateOffsets[3], lineY + 0.5) / textureSize(textureName, 0);"; break; } @@ -413,53 +410,41 @@ std::unique_ptr ScanTarget::conversion_shader() const { case DisplayType::CompositeColour: fragment_shader += - "vec4 angles[2] = vec4[2](" - "vec4(compositeAngle) + compositeAngleOffsets[0]," - "vec4(compositeAngle) + compositeAngleOffsets[1]" - ");" + "vec4 angles = compositeAngle + compositeAngleOffsets;" // Sample four times over, at proper angle offsets. - "vec4 samples[2] = vec4[2](vec4(" - "composite_sample(textureCoordinates[0], angles[0].x)," - "composite_sample(textureCoordinates[1], angles[0].y)," - "composite_sample(textureCoordinates[2], angles[0].z)," - "composite_sample(textureCoordinates[3], angles[0].w)" - "), vec4(" - "composite_sample(textureCoordinates[4], angles[1].x)," - "composite_sample(textureCoordinates[5], angles[1].y)," - "composite_sample(textureCoordinates[6], angles[1].z)," - "0.0" - "));" + "vec4 samples = vec4(" + "composite_sample(textureCoordinates[0], angles.x)," + "composite_sample(textureCoordinates[1], angles.y)," + "composite_sample(textureCoordinates[2], angles.z)," + "composite_sample(textureCoordinates[3], angles.w)" + ");" // Compute a luminance for use if there's no colour information, now, before // modifying samples. - "float mono_luminance = dot(vec3(samples[0].zw, samples[1].x), vec3(0.15, 0.7, 0.15));" + "float mono_luminance = dot(samples, vec4(0.15, 0.35, 0.35, 0.15));" // TODO: figure out proper coefficients. // Take the average to calculate luminance, then subtract that from all four samples to // give chrominance. - "float luminances[4] = float[4](" - "dot(samples[0], vec4(0.25))," - "dot(vec4(samples[0].yzw, samples[1].x), vec4(0.25))," - "dot(vec4(samples[0].zw, samples[1].xy), vec4(0.25))," - "dot(vec4(samples[0].w, samples[1].xyz), vec4(0.25))" - ");" + "float luminance = dot(samples, vec4(0.25));" // Split and average chrominance. - "vec4 chrominances = vec4(" - "samples[0].y - luminances[0]," - "samples[0].z - luminances[1]," - "samples[0].w - luminances[2]," - "samples[1].x - luminances[3]" - ");" - "vec4 chrominance_angles = vec4(angles[0].yzw, angles[1].x);" - "vec2 channels = vec2(" - "dot(cos(chrominance_angles), chrominances)," - "dot(sin(chrominance_angles), chrominances)" - ") * vec2(0.125 * oneOverCompositeAmplitude);" +// "vec4 chrominances = vec4(" +// "samples[0].y - luminances[0]," +// "samples[0].z - luminances[1]," +// "samples[0].w - luminances[2]," +// "samples[1].x - luminances[3]" +// ");" +// "vec4 chrominance_angles = vec4(angles[0].yzw, angles[1].x);" +// "vec2 channels = vec2(" +// "dot(cos(chrominance_angles), chrominances)," +// "dot(sin(chrominance_angles), chrominances)" +// ") * vec2(0.125 * oneOverCompositeAmplitude);" + "vec2 channels = vec2(0.0);" // Apply a colour space conversion to get RGB. "fragColour3 = mix(" - "lumaChromaToRGB * vec3(luminances[2] / (1.0 - compositeAmplitude), channels)," + "lumaChromaToRGB * vec3(luminance / (1.0 - compositeAmplitude), channels)," "vec3(mono_luminance)," "step(oneOverCompositeAmplitude, 0.01)" ");"; @@ -503,15 +488,15 @@ std::unique_ptr ScanTarget::conversion_shader() const { // If this isn't an RGB or composite colour shader, set the proper colour space. if(modals_.display_type != DisplayType::RGB) { const float clocks_per_angle = float(modals_.cycles_per_line) * float(modals_.colour_cycle_denominator) / float(modals_.colour_cycle_numerator); - GLfloat texture_offsets[7]; - GLfloat angles[8]; - for(int c = 0; c < 7; ++c) { - GLfloat angle = (GLfloat(c) - 3.5f) / 4.0f; + GLfloat texture_offsets[4]; + GLfloat angles[4]; + for(int c = 0; c < 4; ++c) { + GLfloat angle = (GLfloat(c) - 1.5f) / 4.0f; texture_offsets[c] = angle * clocks_per_angle; angles[c] = GLfloat(angle * 2.0f * M_PI); } - shader->set_uniform("textureCoordinateOffsets", 1, 7, texture_offsets); - shader->set_uniform("compositeAngleOffsets", 4, 2, angles); + shader->set_uniform("textureCoordinateOffsets", 1, 4, texture_offsets); + shader->set_uniform("compositeAngleOffsets", 4, 1, angles); switch(modals_.composite_colour_space) { case ColourSpace::YIQ: {