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https://github.com/TomHarte/CLK.git
synced 2024-11-25 16:31:42 +00:00
Corrects S-Video decoding for most machines.
Ironically, that being those other than luminance/chrominance input machines. Further investigation required.
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@ -247,6 +247,10 @@ std::unique_ptr<Shader> ScanTarget::input_shader(InputDataType input_data_type,
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case InputDataType::Luminance1:
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computed_display_type = DisplayType::CompositeMonochrome;
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fragment_shader += "fragColour = texture(textureName, textureCoordinate).rrr;";
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if(computed_display_type != display_type) {
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fragment_shader += "fragColour = clamp(fragColour, 0.0, 1.0);";
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}
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break;
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case InputDataType::Luminance8:
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@ -269,6 +273,10 @@ std::unique_ptr<Shader> ScanTarget::input_shader(InputDataType input_data_type,
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fragment_shader +=
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"uint textureValue = texture(textureName, textureCoordinate).r;"
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"fragColour = uvec3(textureValue) & uvec3(4u, 2u, 1u);";
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if(computed_display_type != display_type) {
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fragment_shader += "fragColour = clamp(fragColour, 0.0, 1.0);";
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}
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break;
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case InputDataType::Red2Green2Blue2:
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@ -309,7 +317,8 @@ std::unique_ptr<Shader> ScanTarget::input_shader(InputDataType input_data_type,
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"vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));";
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}
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fragment_shader +=
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"fragColour = vec3(fragColour.x, ((fragColour.y - 0.5)*2.0) * quadrature);";
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"vec2 chroma = (((fragColour.y - 0.5)*2.0) * quadrature)*0.5 + vec2(0.5);"
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"fragColour = vec3(fragColour.x, chroma);";
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} else {
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fragment_shader += "fragColour = vec3(fragColour.r, 2.0*(fragColour.g - 0.5) * quadrature);";
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}
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@ -331,25 +340,20 @@ std::unique_ptr<Shader> ScanTarget::svideo_to_rgb_shader(int colour_cycle_numera
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there'll be at least four samples per colour clock and in practice at most just a shade more than 9.
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*/
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const float cycles_per_expanded_line = (float(colour_cycle_numerator) / float(colour_cycle_denominator)) / (float(processing_width) / float(LineBufferWidth));
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const SignalProcessing::FIRFilter filter(11, float(LineBufferWidth), 0.0f, cycles_per_expanded_line);
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const auto coefficients = filter.get_coefficients();
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const SignalProcessing::FIRFilter filter(11, float(LineBufferWidth), 0.0f, cycles_per_expanded_line * 0.5f);
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auto coefficients = filter.get_coefficients();
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auto shader = std::unique_ptr<Shader>(new Shader(
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glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
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"#version 150\n"
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"in vec2 textureCoordinates[11];"
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"uniform float textureWeights[11];"
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"uniform vec4 textureWeights[3];"
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"uniform sampler2D textureName;"
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"uniform mat3 lumaChromaToRGB;"
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"out vec3 fragColour;"
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"void main() {"
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"vec4 weights[3] = vec4[3]("
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"vec4(textureWeights[0], textureWeights[1], textureWeights[2], textureWeights[3]),"
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"vec4(textureWeights[4], textureWeights[5], textureWeights[6], textureWeights[7]),"
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"vec4(textureWeights[8], textureWeights[9], textureWeights[10], 0.0)"
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");"
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"vec3 samples[11] = vec3[11]("
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"texture(textureName, textureCoordinates[0]).rgb,"
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"texture(textureName, textureCoordinates[1]).rgb,"
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@ -373,13 +377,17 @@ std::unique_ptr<Shader> ScanTarget::svideo_to_rgb_shader(int colour_cycle_numera
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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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"float channel1 = dot(weights[0], samples1[0]) + dot(weights[1], samples1[1]) + dot(weights[2], samples1[2]);"
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"float channel2 = dot(weights[0], samples2[0]) + dot(weights[1], samples2[1]) + dot(weights[2], samples2[2]);"
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"fragColour = lumaChromaToRGB * vec3(samples[5].x, channel1, samples[5].z);"
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"float channel1 = dot(textureWeights[0], samples1[0]) + dot(textureWeights[1], samples1[1]) + dot(textureWeights[2], samples1[2]);"
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"float channel2 = dot(textureWeights[0], samples2[0]) + dot(textureWeights[1], samples2[1]) + dot(textureWeights[2], samples2[2]);"
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"vec2 chroma = vec2(channel1, channel2)*2.0 - vec2(1.0);"
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"fragColour = lumaChromaToRGB * vec3(samples[5].x, chroma);"
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"}",
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attribute_bindings(ShaderType::ProcessedScan)
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));
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shader->set_uniform("textureWeights", GLint(sizeof(GLfloat)), GLsizei(coefficients.size()), coefficients.data());
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coefficients.push_back(0.0f);
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shader->set_uniform("textureWeights", 4, 3, coefficients.data());
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return shader;
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}
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