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420 lines
14 KiB
C++
420 lines
14 KiB
C++
//
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// IntermediateShader.cpp
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// Clock Signal
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//
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// Created by Thomas Harte on 28/04/2016.
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// Copyright © 2016 Thomas Harte. All rights reserved.
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//
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#include "IntermediateShader.hpp"
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include "../../../../SignalProcessing/FIRFilter.hpp"
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using namespace OpenGL;
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namespace {
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const OpenGL::Shader::AttributeBinding bindings[] =
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{
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{"inputPosition", 0},
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{"outputPosition", 1},
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{"phaseAndAmplitude", 2},
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{"phaseTime", 3},
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{nullptr}
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};
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}
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std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const char *fragment_shader, bool use_usampler, bool input_is_inputPosition)
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{
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const char *sampler_type = use_usampler ? "usampler2D" : "sampler2D";
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const char *input_variable = input_is_inputPosition ? "inputPosition" : "outputPosition";
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char *vertex_shader;
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asprintf(&vertex_shader,
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"#version 150\n"
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"in vec2 inputStart;"
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"in vec2 outputStart;"
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"in vec2 ends;"
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"in vec3 phaseTimeAndAmplitude;"
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"uniform ivec2 outputTextureSize;"
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"uniform float extension;"
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"uniform %s texID;"
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"uniform float offsets[5];"
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"uniform vec2 widthScalers;"
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"uniform float inputVerticalOffset;"
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"uniform float outputVerticalOffset;"
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"uniform float textureHeightDivisor;"
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"out vec2 phaseAndAmplitudeVarying;"
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"out vec2 inputPositionsVarying[11];"
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"out vec2 iInputPositionVarying;"
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"out vec2 delayLinePositionVarying;"
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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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"float longitudinal = float((gl_VertexID & 2) >> 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)*widthScalers[0], inputStart.y + inputVerticalOffset);"
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"vec2 outputPosition = vec2(mix(outputStart.x, ends.y, extent)*widthScalers[1], outputStart.y + outputVerticalOffset);"
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"inputPosition.y += longitudinal;"
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"outputPosition.y += longitudinal;"
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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 / textureSize;" // + vec2(0.0, 0.5)
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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(5.0, 0.0) / textureSize);"
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"inputPositionsVarying[1] = mappedInputPosition - (vec2(4.0, 0.0) / textureSize);"
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"inputPositionsVarying[2] = mappedInputPosition - (vec2(3.0, 0.0) / textureSize);"
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"inputPositionsVarying[3] = mappedInputPosition - (vec2(2.0, 0.0) / textureSize);"
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"inputPositionsVarying[4] = mappedInputPosition - (vec2(1.0, 0.0) / textureSize);"
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"inputPositionsVarying[5] = mappedInputPosition;"
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"inputPositionsVarying[6] = mappedInputPosition + (vec2(1.0, 0.0) / textureSize);"
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"inputPositionsVarying[7] = mappedInputPosition + (vec2(2.0, 0.0) / textureSize);"
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"inputPositionsVarying[8] = mappedInputPosition + (vec2(3.0, 0.0) / textureSize);"
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"inputPositionsVarying[9] = mappedInputPosition + (vec2(4.0, 0.0) / textureSize);"
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"inputPositionsVarying[10] = mappedInputPosition + (vec2(5.0, 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 = (extendedOutputPosition.x + (phaseTimeAndAmplitude.x / 64.0)) * 0.5 * 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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std::unique_ptr<IntermediateShader> shader(new IntermediateShader(vertex_shader, fragment_shader, bindings));
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free(vertex_shader);
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return shader;
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}
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std::unique_ptr<IntermediateShader> IntermediateShader::make_source_conversion_shader(const char *composite_shader, const char *rgb_shader)
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{
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char *composite_sample = (char *)composite_shader;
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if(!composite_sample)
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{
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asprintf(&composite_sample,
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"%s\n"
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"uniform mat3 rgbToLumaChroma;"
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"float composite_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase, float amplitude)"
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"{"
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"vec3 rgbColour = clamp(rgb_sample(texID, coordinate, iCoordinate), vec3(0.0), vec3(1.0));"
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"vec3 lumaChromaColour = rgbToLumaChroma * rgbColour;"
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"vec2 quadrature = vec2(cos(phase), -sin(phase)) * amplitude;"
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"return dot(lumaChromaColour, vec3(1.0 - amplitude, quadrature));"
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"}",
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rgb_shader);
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}
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char *fragment_shader;
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asprintf(&fragment_shader,
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"#version 150\n"
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"in vec2 inputPositionsVarying[11];"
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"in vec2 iInputPositionVarying;"
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"in vec2 phaseAndAmplitudeVarying;"
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"out vec4 fragColour;"
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"uniform usampler2D texID;"
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"\n%s\n"
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"void main(void)"
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"{"
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"fragColour = vec4(composite_sample(texID, inputPositionsVarying[5], iInputPositionVarying, phaseAndAmplitudeVarying.x, phaseAndAmplitudeVarying.y));"
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"}"
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, composite_sample);
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if(!composite_shader) free(composite_sample);
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std::unique_ptr<IntermediateShader> shader = make_shader(fragment_shader, true, true);
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free(fragment_shader);
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return shader;
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}
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std::unique_ptr<IntermediateShader> IntermediateShader::make_rgb_source_shader(const char *rgb_shader)
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{
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char *fragment_shader;
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asprintf(&fragment_shader,
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"#version 150\n"
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"in vec2 inputPositionsVarying[11];"
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"in vec2 iInputPositionVarying;"
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"in vec2 phaseAndAmplitudeVarying;"
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"out vec3 fragColour;"
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"uniform usampler2D texID;"
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"\n%s\n"
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"void main(void)"
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"{"
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"fragColour = rgb_sample(texID, inputPositionsVarying[5], iInputPositionVarying);"
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"}"
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, rgb_shader);
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std::unique_ptr<IntermediateShader> shader = make_shader(fragment_shader, true, true);
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free(fragment_shader);
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return shader;
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}
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std::unique_ptr<IntermediateShader> IntermediateShader::make_chroma_luma_separation_shader()
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{
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return make_shader(
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"#version 150\n"
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"in vec2 phaseAndAmplitudeVarying;"
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"in vec2 inputPositionsVarying[11];"
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"out vec3 fragColour;"
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"uniform sampler2D texID;"
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"void main(void)"
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"{"
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"vec4 samples = vec4("
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"texture(texID, inputPositionsVarying[3]).r,"
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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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");"
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"float luminance = dot(samples, vec4(0.25));"
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// define chroma to be whatever was here, minus luma
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"float chrominance = 0.5 * (samples.z - luminance) / phaseAndAmplitudeVarying.y;"
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"luminance /= (1.0 - phaseAndAmplitudeVarying.y);"
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// split choma colours here, as the most direct place, writing out
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// RGB = (luma, chroma.x, chroma.y)
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"vec2 quadrature = vec2(cos(phaseAndAmplitudeVarying.x), -sin(phaseAndAmplitudeVarying.x));"
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"fragColour = vec3(luminance, vec2(0.5) + (chrominance * quadrature));"
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"}",false, false);
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}
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std::unique_ptr<IntermediateShader> IntermediateShader::make_chroma_filter_shader()
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{
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return make_shader(
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"#version 150\n"
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"in vec2 inputPositionsVarying[11];"
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"uniform vec4 weights[3];"
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"out vec3 fragColour;"
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"uniform sampler2D texID;"
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"uniform mat3 lumaChromaToRGB;"
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"void main(void)"
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"{"
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"vec3 samples[] = vec3[]("
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"texture(texID, inputPositionsVarying[3]).rgb,"
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"texture(texID, inputPositionsVarying[4]).rgb,"
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"texture(texID, inputPositionsVarying[5]).rgb,"
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"texture(texID, inputPositionsVarying[6]).rgb"
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");"
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"vec4 chromaChannel1 = vec4(samples[0].g, samples[1].g, samples[2].g, samples[3].g);"
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"vec4 chromaChannel2 = vec4(samples[0].b, samples[1].b, samples[2].b, samples[3].b);"
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"vec3 lumaChromaColour = vec3(samples[2].r,"
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"dot(chromaChannel1, vec4(0.25)),"
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"dot(chromaChannel2, vec4(0.25))"
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");"
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"vec3 lumaChromaColourInRange = (lumaChromaColour - vec3(0.0, 0.5, 0.5)) * vec3(1.0, 2.0, 2.0);"
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"fragColour = lumaChromaToRGB * lumaChromaColourInRange;"
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"}", false, false);
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}
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std::unique_ptr<IntermediateShader> IntermediateShader::make_rgb_filter_shader()
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{
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return make_shader(
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"#version 150\n"
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"in vec2 inputPositionsVarying[11];"
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"uniform vec4 weights[3];"
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"out vec3 fragColour;"
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"uniform sampler2D texID;"
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"void main(void)"
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"{"
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"vec3 samples[] = vec3[]("
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"texture(texID, inputPositionsVarying[0]).rgb,"
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"texture(texID, inputPositionsVarying[1]).rgb,"
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"texture(texID, inputPositionsVarying[2]).rgb,"
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"texture(texID, inputPositionsVarying[3]).rgb,"
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"texture(texID, inputPositionsVarying[4]).rgb,"
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"texture(texID, inputPositionsVarying[5]).rgb,"
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"texture(texID, inputPositionsVarying[6]).rgb,"
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"texture(texID, inputPositionsVarying[7]).rgb,"
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"texture(texID, inputPositionsVarying[8]).rgb,"
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"texture(texID, inputPositionsVarying[9]).rgb,"
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"texture(texID, inputPositionsVarying[10]).rgb"
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");"
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"vec4 channel1[] = vec4[]("
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"vec4(samples[0].r, samples[1].r, samples[2].r, samples[3].r),"
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"vec4(samples[4].r, samples[5].r, samples[6].r, samples[7].r),"
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"vec4(samples[8].r, samples[9].r, samples[10].r, 0.0)"
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");"
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"vec4 channel2[] = vec4[]("
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"vec4(samples[0].g, samples[1].g, samples[2].g, samples[3].g),"
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"vec4(samples[4].g, samples[5].g, samples[6].g, samples[7].g),"
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"vec4(samples[8].g, samples[9].g, samples[10].g, 0.0)"
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");"
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"vec4 channel3[] = vec4[]("
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"vec4(samples[0].b, samples[1].b, samples[2].b, samples[3].b),"
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"vec4(samples[4].b, samples[5].b, samples[6].b, samples[7].b),"
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"vec4(samples[8].b, samples[9].b, samples[10].b, 0.0)"
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");"
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"fragColour = vec3("
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"dot(vec3("
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"dot(channel1[0], weights[0]),"
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"dot(channel1[1], weights[1]),"
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"dot(channel1[2], weights[2])"
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"), vec3(1.0)),"
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"dot(vec3("
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"dot(channel2[0], weights[0]),"
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"dot(channel2[1], weights[1]),"
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"dot(channel2[2], weights[2])"
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"), vec3(1.0)),"
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"dot(vec3("
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"dot(channel3[0], weights[0]),"
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"dot(channel3[1], weights[1]),"
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"dot(channel3[2], weights[2])"
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"), vec3(1.0))"
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");"
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"}", false, false);
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}
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void IntermediateShader::set_output_size(unsigned int output_width, unsigned int output_height)
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{
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set_uniform("outputTextureSize", (GLint)output_width, (GLint)output_height);
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}
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void IntermediateShader::set_source_texture_unit(GLenum unit)
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{
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set_uniform("texID", (GLint)(unit - GL_TEXTURE0));
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}
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void IntermediateShader::set_filter_coefficients(float sampling_rate, float cutoff_frequency)
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{
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// The process below: the source texture will have bilinear filtering enabled; so by
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// sampling at non-integral offsets from the centre the shader can get a weighted sum
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// of two source pixels, then scale that once, to do two taps per sample. However
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// that works only if the two coefficients being joined have the same sign. So the
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// number of usable taps is between 11 and 21 depending on the values that come out.
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// Perform a linear search for the highest number of taps we can use with 11 samples.
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GLfloat weights[12];
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GLfloat offsets[5];
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unsigned int taps = 11;
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// unsigned int taps = 21;
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while(1)
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{
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float coefficients[21];
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SignalProcessing::FIRFilter luminance_filter(taps, sampling_rate, 0.0f, cutoff_frequency, SignalProcessing::FIRFilter::DefaultAttenuation);
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luminance_filter.get_coefficients(coefficients);
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// int sample = 0;
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// int c = 0;
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memset(weights, 0, sizeof(float)*12);
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memset(offsets, 0, sizeof(float)*5);
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int halfSize = (taps >> 1);
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for(int c = 0; c < taps; c++)
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{
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if(c < 5) offsets[c] = (halfSize - c);
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weights[c] = coefficients[c];
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}
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break;
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// int halfSize = (taps >> 1);
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// while(c < halfSize && sample < 5)
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// {
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// offsets[sample] = (float)(halfSize - c);
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// if((coefficients[c] < 0.0f) == (coefficients[c+1] < 0.0f) && c+1 < (taps >> 1))
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// {
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// weights[sample] = coefficients[c] + coefficients[c+1];
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// offsets[sample] -= (coefficients[c+1] / weights[sample]);
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// c += 2;
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// }
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// else
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// {
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// weights[sample] = coefficients[c];
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// c++;
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// }
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// sample ++;
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// }
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// if(c == halfSize) // i.e. we finished combining inputs before we ran out of space
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// {
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// weights[sample] = coefficients[c];
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// for(int c = 0; c < sample; c++)
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// {
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// weights[sample+c+1] = weights[sample-c-1];
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// }
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// break;
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// }
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taps -= 2;
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}
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set_uniform("weights", 4, 3, weights);
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set_uniform("offsets", 1, 5, offsets);
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}
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void IntermediateShader::set_separation_frequency(float sampling_rate, float colour_burst_frequency)
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{
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set_filter_coefficients(sampling_rate, colour_burst_frequency);
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}
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void IntermediateShader::set_extension(float extension)
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{
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set_uniform("extension", extension);
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}
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void IntermediateShader::set_colour_conversion_matrices(float *fromRGB, float *toRGB)
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{
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set_uniform_matrix("lumaChromaToRGB", 3, false, toRGB);
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set_uniform_matrix("rgbToLumaChroma", 3, false, fromRGB);
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}
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void IntermediateShader::set_width_scalers(float input_scaler, float output_scaler)
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{
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set_uniform("widthScalers", input_scaler, output_scaler);
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}
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void IntermediateShader::set_is_double_height(bool is_double_height, float input_offset, float output_offset)
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{
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set_uniform("textureHeightDivisor", is_double_height ? 2.0f : 1.0f);
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set_uniform("inputVerticalOffset", input_offset);
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set_uniform("outputVerticalOffset", output_offset);
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}
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