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This now attempts to filter y.
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@ -414,6 +414,7 @@ char *OpenGLOutputBuilder::get_input_vertex_shader(const char *input_position, c
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"out vec2 iInputPositionVarying;"
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"out float phaseVarying;"
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"out float amplitudeVarying;"
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"out vec2 inputPositionsVarying[11];"
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"void main(void)"
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"{"
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@ -421,9 +422,24 @@ char *OpenGLOutputBuilder::get_input_vertex_shader(const char *input_position, c
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"vec2 extendedInputPosition = %s + extensionVector;"
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"vec2 extendedOutputPosition = outputPosition + extensionVector;"
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"ivec2 textureSize = textureSize(texID, 0);"
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"vec2 textureSize = vec2(textureSize(texID, 0));"
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"iInputPositionVarying = extendedInputPosition;"
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"inputPositionVarying = (extendedInputPosition + vec2(0.0, 0.5)) / vec2(textureSize);"
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"inputPositionVarying = (extendedInputPosition + vec2(0.0, 0.5)) / textureSize;"
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"textureSize = textureSize * vec2(1.0);"
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"inputPositionsVarying[0] = inputPositionVarying - (vec2(5.0, 0.0) / textureSize);"
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"inputPositionsVarying[1] = inputPositionVarying - (vec2(4.0, 0.0) / textureSize);"
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"inputPositionsVarying[2] = inputPositionVarying - (vec2(3.0, 0.0) / textureSize);"
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"inputPositionsVarying[3] = inputPositionVarying - (vec2(2.0, 0.0) / textureSize);"
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"inputPositionsVarying[4] = inputPositionVarying - (vec2(1.0, 0.0) / textureSize);"
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"inputPositionsVarying[5] = inputPositionVarying;"
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"inputPositionsVarying[6] = inputPositionVarying + (vec2(1.0, 0.0) / textureSize);"
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"inputPositionsVarying[7] = inputPositionVarying + (vec2(2.0, 0.0) / textureSize);"
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"inputPositionsVarying[8] = inputPositionVarying + (vec2(3.0, 0.0) / textureSize);"
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"inputPositionsVarying[9] = inputPositionVarying + (vec2(4.0, 0.0) / textureSize);"
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"inputPositionsVarying[10] = inputPositionVarying + (vec2(5.0, 0.0) / textureSize);"
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"phaseVarying = (phaseCyclesPerTick * (outputPosition.x - phaseTime) + phaseAmplitudeAndOffset.x) * 2.0 * 3.141592654;"
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"amplitudeVarying = phaseAmplitudeAndOffset.y;"
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@ -484,18 +500,45 @@ char *OpenGLOutputBuilder::get_y_filter_fragment_shader()
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return strdup(
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"#version 150\n"
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"in vec2 inputPositionVarying;"
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"in vec2 iInputPositionVarying;"
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"in float phaseVarying;"
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"in float amplitudeVarying;"
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"in vec2 inputPositionsVarying[11];"
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"uniform vec4 weights[3];"
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"out vec4 fragColour;"
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"uniform sampler2D texID;"
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"void main(void)"
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"{"
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"fragColour = texture(texID, inputPositionVarying);"
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"vec4 samples[3] = vec4[]("
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"vec4("
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"texture(texID, inputPositionsVarying[0]).r,"
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"texture(texID, inputPositionsVarying[1]).r,"
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"texture(texID, inputPositionsVarying[2]).r,"
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"texture(texID, inputPositionsVarying[3]).r"
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"),"
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"vec4("
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"texture(texID, inputPositionsVarying[4]).r,"
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"texture(texID, inputPositionsVarying[5]).r,"
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"texture(texID, inputPositionsVarying[6]).r,"
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"texture(texID, inputPositionsVarying[7]).r"
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"),"
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"vec4("
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"texture(texID, inputPositionsVarying[8]).r,"
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"texture(texID, inputPositionsVarying[9]).r,"
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"texture(texID, inputPositionsVarying[10]).r,"
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"0.0"
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")"
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");"
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"fragColour = vec4("
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"dot(vec3("
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"dot(samples[0], weights[0]),"
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"dot(samples[1], weights[1]),"
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"dot(samples[2], weights[2])"
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"), vec3(1.0)));"
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// "fragColour = vec4(dot(samples[0], weights[0]));"
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"}");
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}
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@ -645,7 +688,15 @@ std::unique_ptr<OpenGL::Shader> OpenGLOutputBuilder::prepare_intermediate_shader
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void OpenGLOutputBuilder::prepare_composite_input_shader()
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{
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composite_input_shader_program = prepare_intermediate_shader("inputPosition", "uniform usampler2D texID;", get_input_fragment_shader(), source_data_texture_unit, false);
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float colour_subcarrier_frequency = (float)_colour_cycle_numerator / (float)_colour_cycle_denominator;
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SignalProcessing::FIRFilter luminance_filter(11, _cycles_per_line, 0.0f, colour_subcarrier_frequency - 50, SignalProcessing::FIRFilter::DefaultAttenuation);
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composite_y_filter_shader_program = prepare_intermediate_shader("outputPosition", "uniform sampler2D texID;", get_y_filter_fragment_shader(), composite_texture_unit, true);
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composite_y_filter_shader_program->bind();
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GLint weightsUniform = composite_y_filter_shader_program->get_uniform_location("weights");
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float weights[12];
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luminance_filter.get_coefficients(weights);
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glUniform4fv(weightsUniform, 3, weights);
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}
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void OpenGLOutputBuilder::prepare_source_vertex_array()
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