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Attempted very basic vectorisation, plus some minor other clean-ups.
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@ -195,7 +195,7 @@ const char *vertexShader =
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"srcCoordinatesVarying[5] = srcCoordinatesVarying[2] - vec2(0.1 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[5] = srcCoordinatesVarying[2] - vec2(0.1 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[6] = srcCoordinatesVarying[2] + vec2(0.1 / textureSize.x, 0.0);\n"
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"srcCoordinatesVarying[6] = srcCoordinatesVarying[2] + vec2(0.1 / textureSize.x, 0.0);\n"
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"lateralVarying = lateral + 1.0707963267949;\n"
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"lateralVarying = lateral + 1.0707963267949;\n"
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"phase = srcCoordinates.x;\n"
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"phase = srcCoordinates.x * 6.283185308;\n"
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"gl_Position = vec4(position.x * 2.0 - 1.0, 1.0 - position.y * 2.0 , 0.0, 1.0);\n" // + position.x / 131.0
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"gl_Position = vec4(position.x * 2.0 - 1.0, 1.0 - position.y * 2.0 , 0.0, 1.0);\n" // + position.x / 131.0
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"}\n";
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"}\n";
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@ -214,57 +214,46 @@ const char *fragmentShader =
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"uniform sampler2D texID;\n"
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"uniform sampler2D texID;\n"
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"uniform float alpha;\n"
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"uniform float alpha;\n"
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"\n"
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"\n"
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"float angles[5];\n"
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"\n"
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"float sample(float c, float angle)\n"
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"float sample(float c, float angle)\n"
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"{\n"
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"{\n"
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"float y = 0.1 + (mod(c * 128.0, 8.0) / 8.0) * 0.9;\n"
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"float y = 0.1 + (mod(c * 128.0, 8.0) / 8.0) * 0.9;\n"
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"float rawCh = (c * 16.0);\n"
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"float rawCh = (c * 16.0);\n"
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"float ch = mod(rawCh, 16.0);\n"
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"float aOffset = 2.0 * 3.141592654 * floor(mod(rawCh, 16.0)) / 17.0;\n"
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"float aOffset = 2.0 * 3.141592654 * (ch - mod(ch, 1.0)) / 17.0;\n"
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"return y + step(1.0, rawCh) * (0.1 * sin(angle + aOffset));\n"
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"return y + step(1.0, rawCh) * (0.1 * sin(angle + aOffset));\n"
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"}\n"
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"}\n"
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"\n"
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"\n"
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"void main(void)\n"
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"void main(void)\n"
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"{\n"
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"{\n"
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"float samples[7];\n"
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"vec4 samples[2];\n"
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"float angles[7], i[5], q[5];\n"
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"float angles[7];\n"
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"\n"
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"\n"
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"angles[0] = mod(phase + 0.6, 1.0) * 2.0 * 3.141592654;\n"
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"angles[2] = mod(phase, 6.283185308);\n"
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"angles[1] = mod(phase + 0.8, 1.0) * 2.0 * 3.141592654;\n"
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"angles[2] = mod(phase, 1.0) * 2.0 * 3.141592654;\n"
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"angles[3] = mod(phase + 0.2, 1.0) * 2.0 * 3.141592654;\n"
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"angles[4] = mod(phase + 0.4, 1.0) * 2.0 * 3.141592654;\n"
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"angles[5] = mod(phase + 0.9, 1.0) * 2.0 * 3.141592654;\n"
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"angles[6] = mod(phase + 0.1, 1.0) * 2.0 * 3.141592654;\n"
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"\n"
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"\n"
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"samples[0] = sample(texture(texID, srcCoordinatesVarying[0]).r, angles[0]);\n"
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"angles[0] = angles[2] + 3.7699111848;\n"
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"samples[1] = sample(texture(texID, srcCoordinatesVarying[1]).r, angles[1]);\n"
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"angles[1] = angles[2] + 5.0265482464;\n"
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"samples[2] = sample(texture(texID, srcCoordinatesVarying[2]).r, angles[2]);\n"
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"angles[3] = angles[2] + 1.2566370616;\n"
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"samples[3] = sample(texture(texID, srcCoordinatesVarying[3]).r, angles[3]);\n"
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"angles[4] = angles[2] + 2.5132741232;\n"
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"samples[4] = sample(texture(texID, srcCoordinatesVarying[4]).r, angles[4]);\n"
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"angles[5] = angles[2] + 5.6548667772;\n"
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"samples[5] = sample(texture(texID, srcCoordinatesVarying[5]).r, angles[5]);\n"
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"angles[6] = angles[2] + 0.6283185308;\n"
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"samples[6] = sample(texture(texID, srcCoordinatesVarying[6]).r, angles[6]);\n"
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"float y = (samples[0] + samples[1] + samples[2] + samples[3] + samples[4]) / 5.0;\n"
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"\n"
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"\n"
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"i[0] = (samples[1] - y) * sin(angles[1]);\n"
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"samples[0] = vec4(sample(texture(texID, srcCoordinatesVarying[0]).r, angles[0]),"
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"i[1] = (samples[5] - y) * sin(angles[5]);\n"
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" sample(texture(texID, srcCoordinatesVarying[1]).r, angles[1]),"
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"i[2] = (samples[2] - y) * sin(angles[2]);\n"
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" sample(texture(texID, srcCoordinatesVarying[2]).r, angles[2]),"
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"i[3] = (samples[6] - y) * sin(angles[6]);\n"
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" sample(texture(texID, srcCoordinatesVarying[3]).r, angles[3]));\n"
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"i[4] = (samples[3] - y) * sin(angles[3]);\n"
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"samples[1] = vec4(sample(texture(texID, srcCoordinatesVarying[4]).r, angles[4]),"
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"float iSum = (i[0] + i[1] + i[2] + i[3] + i[4]) * 1.1914;\n"
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" sample(texture(texID, srcCoordinatesVarying[5]).r, angles[5]),"
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" sample(texture(texID, srcCoordinatesVarying[6]).r, angles[6]),"
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" 1.0);\n"
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"float y = dot(vec4(0.2, 0.2, 0.2, 0.2), samples[0]) + dot(vec4(0.2, 0.0, 0.0, 0.0), samples[1]);\n"
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"\n"
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"\n"
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"q[0] = (samples[1] - y) * cos(angles[1]);\n"
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"samples[0] -= vec4(y, y, y, y);\n"
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"q[1] = (samples[5] - y) * cos(angles[5]);\n"
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"samples[1] -= vec4(y, y, y, y);\n"
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"q[2] = (samples[2] - y) * cos(angles[2]);\n"
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"q[3] = (samples[6] - y) * cos(angles[6]);\n"
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"q[4] = (samples[3] - y) * cos(angles[3]);\n"
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"float qSum = (q[0] + q[1] + q[2] + q[3] + q[4]) * 1.0452;\n"
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"\n"
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"\n"
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"float i = dot(vec4(0.0, sin(angles[1]), sin(angles[2]), sin(angles[3])), samples[0]) + dot(vec4(0.0, sin(angles[5]), sin(angles[6]), 0.0), samples[1]);"
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"float q = dot(vec4(0.0, cos(angles[1]), cos(angles[2]), cos(angles[3])), samples[0]) + dot(vec4(0.0, cos(angles[5]), cos(angles[6]), 0.0), samples[1]);"
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"\n"
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"\n"
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"fragColour = vec4( y + 0.965 * iSum + 0.621 * qSum, "
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"const mat3 yiqToRGB = mat3(1.0, 1.149701, 0.6490692, 1.0, -0.3240608, -0.6762444, 1.0, -1.3176884, 1.7799756);\n"
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"y - 0.272 * iSum - 0.647 * qSum, "
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"fragColour = vec4( yiqToRGB * vec3(y, i, q),"
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"y - 1.106 * iSum + 1.703 * qSum, "
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"1.0);\n"
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"1.0);\n"
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"}\n";
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"}\n";
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