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Resolves repetition between svideo_sample
and composite_sample
.
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parent
b75ad3def2
commit
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@ -315,63 +315,34 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
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fragment_shader +=
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"uniform mat3 lumaChromaToRGB;"
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"uniform mat3 rgbToLumaChroma;";
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}
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if(modals_.display_type == DisplayType::SVideo) {
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fragment_shader +=
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"vec2 svideo_sample(vec2 coordinate, float angle) {";
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switch(modals_.input_data_type) {
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case InputDataType::Luminance1:
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case InputDataType::Luminance8:
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// Easy, just copy across.
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fragment_shader += "return vec2(textureLod(textureName, coordinate, 0).r, 0.0);";
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break;
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case InputDataType::PhaseLinkedLuminance8:
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fragment_shader +=
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"uint iPhase = uint((angle * 2.0 / 3.141592654) ) & 3u;" // + phaseOffset*4.0
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"return vec2(textureLod(textureName, coordinate, 0)[iPhase], 0.0);";
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break;
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case InputDataType::Luminance8Phase8:
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fragment_shader +=
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"vec2 yc = textureLod(textureName, coordinate, 0).rg;"
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"float phaseOffset = 3.141592654 * 2.0 * 2.0 * yc.y;"
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"float rawChroma = step(yc.y, 0.75) * cos(angle + phaseOffset);"
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"return vec2(yc.x, rawChroma);";
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break;
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case InputDataType::Red1Green1Blue1:
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case InputDataType::Red2Green2Blue2:
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case InputDataType::Red4Green4Blue4:
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case InputDataType::Red8Green8Blue8:
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fragment_shader +=
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"vec3 colour = rgbToLumaChroma * textureLod(textureName, coordinate, 0).rgb;"
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"vec2 quadrature = vec2(cos(angle), sin(angle));"
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"return vec2(colour.r, dot(quadrature, colour.gb));";
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break;
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if(modals_.display_type == DisplayType::SVideo) {
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fragment_shader +=
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"vec2 svideo_sample(vec2 coordinate, float angle) {";
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} else {
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fragment_shader +=
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"float composite_sample(vec2 coordinate, float angle) {";
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}
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fragment_shader += "}";
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}
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if(modals_.display_type == DisplayType::CompositeMonochrome || modals_.display_type == DisplayType::CompositeColour) {
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fragment_shader +=
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"float composite_sample(vec2 coordinate, float angle) {";
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const bool is_svideo = modals_.display_type == DisplayType::SVideo;
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switch(modals_.input_data_type) {
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case InputDataType::Luminance1:
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case InputDataType::Luminance8:
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// Easy, just copy across.
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fragment_shader += "return textureLod(textureName, coordinate, 0).r;";
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fragment_shader +=
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is_svideo ?
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"return vec2(textureLod(textureName, coordinate, 0).r, 0.0);" :
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"return textureLod(textureName, coordinate, 0).r;";
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break;
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case InputDataType::PhaseLinkedLuminance8:
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fragment_shader +=
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"uint iPhase = uint((angle * 2.0 / 3.141592654) ) & 3u;" // + phaseOffset*4.0
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"return textureLod(textureName, coordinate, 0)[iPhase];";
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"uint iPhase = uint((angle * 2.0 / 3.141592654) ) & 3u;";
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fragment_shader +=
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is_svideo ?
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"return vec2(textureLod(textureName, coordinate, 0)[iPhase], 0.0);" :
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"return textureLod(textureName, coordinate, 0)[iPhase];";
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break;
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case InputDataType::Luminance8Phase8:
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@ -379,8 +350,12 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
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"vec2 yc = textureLod(textureName, coordinate, 0).rg;"
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"float phaseOffset = 3.141592654 * 2.0 * 2.0 * yc.y;"
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"float rawChroma = step(yc.y, 0.75) * cos(angle + phaseOffset);"
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"return mix(yc.x, rawChroma, compositeAmplitude);";
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"float rawChroma = step(yc.y, 0.75) * cos(angle + phaseOffset);";
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fragment_shader +=
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is_svideo ?
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"return vec2(yc.x, rawChroma);" :
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"return mix(yc.x, rawChroma, compositeAmplitude);";
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break;
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case InputDataType::Red1Green1Blue1:
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@ -389,8 +364,12 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
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case InputDataType::Red8Green8Blue8:
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fragment_shader +=
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"vec3 colour = rgbToLumaChroma * textureLod(textureName, coordinate, 0).rgb;"
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"vec2 quadrature = vec2(cos(angle), sin(angle));"
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"return mix(colour.r, dot(quadrature, colour.gb), compositeAmplitude);";
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"vec2 quadrature = vec2(cos(angle), sin(angle));";
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fragment_shader +=
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is_svideo ?
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"return vec2(colour.r, dot(quadrature, colour.gb));" :
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"return mix(colour.r, dot(quadrature, colour.gb), compositeAmplitude);";
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break;
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}
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