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Of course, being in-phase means being the cosine wave.
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@ -158,7 +158,7 @@ const char *Machine::get_signal_decoder()
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"vec2 c = texture(texID, coordinate).rg;"
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"float y = 0.1 + c.x * 0.91071428571429;\n"
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"float aOffset = 6.283185308 * (c.y - 3.0 / 16.0) * 1.14285714285714;\n"
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"return y + step(0.03125, c.y) * 0.1 * sin(phase + aOffset);\n"
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"return y + step(0.03125, c.y) * 0.1 * cos(phase - aOffset);\n"
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"}";
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}
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@ -110,8 +110,8 @@ static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeSt
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{
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NSOpenGLPFADoubleBuffer,
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NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
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// NSOpenGLPFASampleBuffers, 1,
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// NSOpenGLPFASamples, 2,
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NSOpenGLPFASampleBuffers, 1,
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NSOpenGLPFASamples, 2,
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0
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};
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@ -246,12 +246,12 @@ static NSString *const fragmentShader =
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"samples[0] -= vec4(y);\n"
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"samples[1] -= vec4(y);\n"
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"\n"
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"float i = dot(vec4(0.0, sin(angles[0].y), sin(angles[0].z), sin(angles[0].w)), samples[0]) + dot(vec4(sin(angles[1].x), sin(angles[1].y), 0.0, 0.0), samples[1]);\n"
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"float q = dot(vec4(0.0, cos(angles[0].y), cos(angles[0].z), cos(angles[0].w)), samples[0]) + dot(vec4(cos(angles[1].x), cos(angles[1].y), 0.0, 0.0), samples[1]);\n"
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"float i = dot(vec4(0.0, cos(angles[0].y), cos(angles[0].z), cos(angles[0].w)), samples[0]) + dot(vec4(cos(angles[1].x), cos(angles[1].y), 0.0, 0.0), samples[1]);\n"
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"float q = dot(vec4(0.0, sin(angles[0].y), sin(angles[0].z), sin(angles[0].w)), samples[0]) + dot(vec4(sin(angles[1].x), sin(angles[1].y), 0.0, 0.0), samples[1]);\n"
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"\n"
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"// now i and q are in the range [-0.5, 0.5], so i needs to be multiplied by 1.1914 and q by 1.0452\n"
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"const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);\n"
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"fragColour = vec4( yiqToRGB * vec3(y, i, q), 1.0);\n"
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"fragColour = vec4( yiqToRGB * vec3(y, i, q), sin(lateralVarying));\n"
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"}\n";
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#if defined(DEBUG)
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