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