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Tweaks here, tweaks there.
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@ -213,8 +213,9 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_chroma_luma_separat
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"), vec3(1.0));"
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"), vec3(1.0));"
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"float chrominance = 0.5 * (samples[1].y - luminance) / phaseAndAmplitudeVarying.y;"
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"float chrominance = 0.5 * (samples[1].y - luminance) / phaseAndAmplitudeVarying.y;"
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"vec2 quadrature = vec2(cos(phaseAndAmplitudeVarying.x), -sin(phaseAndAmplitudeVarying.x));"
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"luminance /= (1.0 - phaseAndAmplitudeVarying.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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"fragColour = vec3(luminance, vec2(0.5) + (chrominance * quadrature));"
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"}",false, false);
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"}",false, false);
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}
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}
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@ -272,7 +273,7 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_chroma_filter_shade
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"), vec3(1.0))"
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"), vec3(1.0))"
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");"
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");"
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"vec3 lumaChromaColourInRange = (lumaChromaColour - vec3(0.0, 0.5, 0.5)) * vec3(1.0, 3.0, 3.0);"
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"vec3 lumaChromaColourInRange = (lumaChromaColour - vec3(0.0, 0.5, 0.5)) * vec3(1.0, 4.0, 4.0);"
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"fragColour = lumaChromaToRGB * lumaChromaColourInRange;"
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"fragColour = lumaChromaToRGB * lumaChromaColourInRange;"
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"}", false, false);
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"}", false, false);
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}
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}
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