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Merge pull request #467 from TomHarte/Sharpness
Decreases inter-frame blur.
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commit
4aaf43150a
@ -37,7 +37,7 @@ OpenGLOutputBuilder::OpenGLOutputBuilder(std::size_t bytes_per_pixel) :
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texture_builder(bytes_per_pixel, source_data_texture_unit),
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texture_builder(bytes_per_pixel, source_data_texture_unit),
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array_builder(SourceVertexBufferDataSize, OutputVertexBufferDataSize) {
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array_builder(SourceVertexBufferDataSize, OutputVertexBufferDataSize) {
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glBlendFunc(GL_SRC_ALPHA, GL_CONSTANT_COLOR);
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glBlendFunc(GL_SRC_ALPHA, GL_CONSTANT_COLOR);
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glBlendColor(0.6f, 0.6f, 0.6f, 1.0f);
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glBlendColor(0.3f, 0.3f, 0.3f, 1.0f);
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// create the output vertex array
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// create the output vertex array
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glGenVertexArrays(1, &output_vertex_array_);
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glGenVertexArrays(1, &output_vertex_array_);
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@ -83,7 +83,7 @@ std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_met
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"void main(void)"
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"void main(void)"
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"{"
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"{"
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"fragColour = vec4(pow(" << colour_expression << ", vec3(gamma)), 0.5);"//*cos(lateralVarying)
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"fragColour = vec4(pow(" << colour_expression << ", vec3(gamma)), 0.9);"//*cos(lateralVarying)
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"}";
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"}";
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return std::unique_ptr<OutputShader>(new OutputShader(vertex_shader.str(), fragment_shader.str(), {
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return std::unique_ptr<OutputShader>(new OutputShader(vertex_shader.str(), fragment_shader.str(), {
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