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Introduced sharper chrominance for genuinely black-and-white signals.

This commit is contained in:
Thomas Harte 2017-07-06 21:38:33 -04:00
parent 4211389ac7
commit 344d267fd2

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@ -202,7 +202,7 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_chroma_luma_separat
"texture(texID, inputPositionsVarying[5]).r," "texture(texID, inputPositionsVarying[5]).r,"
"texture(texID, inputPositionsVarying[6]).r" "texture(texID, inputPositionsVarying[6]).r"
");" ");"
"float luminance = dot(samples, vec4(0.25));" "float luminance = mix(dot(samples, vec4(0.25)), dot(samples, vec4(0.0, 0.16, 0.66, 0.16)), step(phaseAndAmplitudeVarying.z, 0.0));"
// define chroma to be whatever was here, minus luma // define chroma to be whatever was here, minus luma
"float chrominance = 0.5 * (samples.z - luminance) * phaseAndAmplitudeVarying.z;" "float chrominance = 0.5 * (samples.z - luminance) * phaseAndAmplitudeVarying.z;"