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Eliminates some dangling references to iCoordinate.

This commit is contained in:
Thomas Harte 2018-09-13 19:35:15 -04:00
parent 3b70dbfebe
commit e582b4c8ca

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@ -316,7 +316,7 @@ class CRT {
output mode will be applied. output mode will be applied.
@param shader A GLSL fragment including a function with the signature @param shader A GLSL fragment including a function with the signature
`vec2 svideo_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase, float amplitude)` `vec2 svideo_sample(usampler2D texID, vec2 coordinate, float phase, float amplitude)`
that evaluates to the s-video signal level, luminance as the first component and chrominance that evaluates to the s-video signal level, luminance as the first component and chrominance
as the second, as a function of a source buffer, sampling location and colour as the second, as a function of a source buffer, sampling location and colour
carrier phase; amplitude is supplied for its sign. carrier phase; amplitude is supplied for its sign.
@ -333,12 +333,11 @@ class CRT {
output mode will be applied. output mode will be applied.
@param shader A GLSL fragent including a function with the signature @param shader A GLSL fragent including a function with the signature
`vec3 rgb_sample(usampler2D sampler, vec2 coordinate, vec2 iCoordinate)` that evaluates to an RGB colour `vec3 rgb_sample(usampler2D sampler, vec2 coordinate)` that evaluates to an RGB colour
as a function of: as a function of:
* `usampler2D sampler` representing the source buffer; * `usampler2D sampler` representing the source buffer; and
* `vec2 coordinate` representing the source buffer location to sample from in the range [0, 1); and * `vec2 coordinate` representing the source buffer location to sample from in the range [0, 1).
* `vec2 iCoordinate` representing the source buffer location to sample from as a pixel count, for easier multiple-pixels-per-byte unpacking.
*/ */
inline void set_rgb_sampling_function(const std::string &shader) { inline void set_rgb_sampling_function(const std::string &shader) {
enqueue_openGL_function([shader, this] { enqueue_openGL_function([shader, this] {