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mirror of https://github.com/TomHarte/CLK.git synced 2024-11-26 23:52:26 +00:00

The initial composite buffer is now genuinely a composite signal.

This commit is contained in:
Thomas Harte 2016-04-21 19:37:32 -04:00
parent 9c89b668ae
commit 638b08302b

View File

@ -405,7 +405,7 @@ char *OpenGLOutputBuilder::get_input_vertex_shader()
"iInputPositionVarying = inputPosition;"
"inputPositionVarying = (inputPosition + vec2(0.0, 0.5)) / vec2(textureSize);"
"phaseVarying = (phaseCyclesPerTick * phaseTime + phaseAmplitudeAndAlpha.x) * 2.0 * 3.141592654;"
"phaseVarying = (phaseCyclesPerTick * (outputPosition.x - phaseTime) + phaseAmplitudeAndAlpha.x) * 2.0 * 3.141592654;"
"vec2 eyePosition = 2.0*(outputPosition / outputTextureSize) - vec2(1.0) + vec2(0.5)/textureSize;"
"gl_Position = vec4(eyePosition, 0.0, 1.0);"
@ -414,11 +414,21 @@ char *OpenGLOutputBuilder::get_input_vertex_shader()
char *OpenGLOutputBuilder::get_input_fragment_shader()
{
const char *composite_shader = _composite_shader;
char *composite_shader = _composite_shader;
if(!composite_shader)
{
composite_shader = _rgb_shader;
// TODO: synthesise an RGB -> (selected colour space) shader
asprintf(&composite_shader,
"%s\n"
"const mat3 rgbToYUV = mat3(0.299, -0.14713, 0.615, 0.587, -0.28886, -0.51499, 0.114, 0.436, -0.10001);"
"float composite_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase)"
"{"
"vec3 rgbColour = clamp(rgb_sample(texID, coordinate, iCoordinate), vec3(0.0), vec3(1.0));"
"vec3 yuvColour = rgbToYUV * rgbColour;"
"vec2 quadrature = vec2(sin(phase), cos(phase)) * 0.1;"
"return dot(yuvColour, vec3(0.9, quadrature));"
"}",
_rgb_shader);
// TODO: use YIQ if this is NTSC
}
char *result;
@ -437,9 +447,12 @@ char *OpenGLOutputBuilder::get_input_fragment_shader()
"void main(void)"
"{"
"fragColour = vec4(rgb_sample(texID, inputPositionVarying, iInputPositionVarying), 1.0);"
"fragColour = vec4(composite_sample(texID, inputPositionVarying, iInputPositionVarying, phaseVarying));"
"}"
, composite_shader);
if(!_composite_shader) free(composite_shader);
return result;
}