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Started throwing some comments into my shaders.
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@ -53,19 +53,28 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const char *
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"void main(void)"
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"{"
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// odd vertices are on the left, even on the right
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"float extent = float(gl_VertexID & 1);"
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// inputPosition.x is either inputStart.x or ends.x, depending on whether it is on the left or the right;
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// outputPosition.x is either outputStart.x or ends.y;
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// .ys are inputStart.y and outputStart.y respectively
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"vec2 inputPosition = vec2(mix(inputStart.x, ends.x, extent), inputStart.y);"
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"vec2 outputPosition = vec2(mix(outputStart.x, ends.y, extent), outputStart.y);"
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// extension is the amount to extend both the input and output by to add a full colour cycle at each end
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"vec2 extensionVector = vec2(extension, 0.0) * 2.0 * (extent - 0.5);"
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// extended[Input/Output]Position are [input/output]Position with the necessary applied extension
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"vec2 extendedInputPosition = %s + extensionVector;"
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"vec2 extendedOutputPosition = outputPosition + extensionVector;"
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// keep iInputPositionVarying in whole source pixels, scale mappedInputPosition to the ordinary normalised range
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"vec2 textureSize = vec2(textureSize(texID, 0));"
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"iInputPositionVarying = extendedInputPosition;"
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"vec2 mappedInputPosition = (extendedInputPosition + vec2(0.0, 0.5)) / textureSize;"
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// setup input positions spaced as per the supplied offsets; these are for filtering where required
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"inputPositionsVarying[0] = mappedInputPosition - (vec2(offsets[0], 0.0) / textureSize);"
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"inputPositionsVarying[1] = mappedInputPosition - (vec2(offsets[1], 0.0) / textureSize);"
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"inputPositionsVarying[2] = mappedInputPosition - (vec2(offsets[2], 0.0) / textureSize);"
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@ -79,9 +88,12 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const char *
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"inputPositionsVarying[10] = mappedInputPosition + (vec2(offsets[0], 0.0) / textureSize);"
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"delayLinePositionVarying = mappedInputPosition - vec2(0.0, 1.0);"
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// setup phaseAndAmplitudeVarying.x as colour burst subcarrier phase, in radians;
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// setup phaseAndAmplitudeVarying.x as colour burst amplitude
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"phaseAndAmplitudeVarying.x = (phaseCyclesPerTick * (extendedOutputPosition.x - phaseTimeAndAmplitude.y) + (phaseTimeAndAmplitude.x / 256.0)) * 2.0 * 3.141592654;"
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"phaseAndAmplitudeVarying.y = 0.33;" // TODO: reinstate connection with (phaseTimeAndAmplitude.y/256.0)
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// determine output position by scaling the output position according to the texture size
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"vec2 eyePosition = 2.0*(extendedOutputPosition / outputTextureSize) - vec2(1.0) + vec2(1.0)/outputTextureSize;"
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"gl_Position = vec4(eyePosition, 0.0, 1.0);"
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"}", sampler_type, input_variable);
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