diff --git a/OSBindings/Mac/Clock Signal/CSCathodeRayView.m b/OSBindings/Mac/Clock Signal/CSCathodeRayView.m index 266b125c9..d0d4c11e0 100644 --- a/OSBindings/Mac/Clock Signal/CSCathodeRayView.m +++ b/OSBindings/Mac/Clock Signal/CSCathodeRayView.m @@ -183,7 +183,7 @@ static NSString *const vertexShader = "in vec2 srcCoordinates;\n" "in float lateral;\n" "\n" - "out vec2 srcCoordinatesVarying[7];\n" + "out vec2 srcCoordinatesVarying[4];\n" "out float lateralVarying;\n" "out float phase;\n" "\n" @@ -191,15 +191,11 @@ static NSString *const vertexShader = "\n" "void main (void)\n" "{\n" - "srcCoordinatesVarying[3] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n" - "\n" - "srcCoordinatesVarying[0] = srcCoordinatesVarying[3] - vec2(0.4 / textureSize.x, 0.0);\n" - "srcCoordinatesVarying[1] = srcCoordinatesVarying[3] - vec2(0.2 / textureSize.x, 0.0);\n" - "srcCoordinatesVarying[2] = srcCoordinatesVarying[3] - vec2(0.1 / textureSize.x, 0.0);\n" - "\n" - "srcCoordinatesVarying[4] = srcCoordinatesVarying[3] + vec2(0.1 / textureSize.x, 0.0);\n" - "srcCoordinatesVarying[5] = srcCoordinatesVarying[3] + vec2(0.2 / textureSize.x, 0.0);\n" - "srcCoordinatesVarying[6] = srcCoordinatesVarying[3] + vec2(0.4 / textureSize.x, 0.0);\n" + "srcCoordinatesVarying[0] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n" + "srcCoordinatesVarying[3] = srcCoordinatesVarying[0] + vec2(0.375 / textureSize.x, 0.0);\n" + "srcCoordinatesVarying[2] = srcCoordinatesVarying[0] + vec2(0.125 / textureSize.x, 0.0);\n" + "srcCoordinatesVarying[1] = srcCoordinatesVarying[0] - vec2(0.125 / textureSize.x, 0.0);\n" + "srcCoordinatesVarying[0] = srcCoordinatesVarying[0] - vec2(0.325 / textureSize.x, 0.0);\n" "\n" "lateralVarying = lateral + 1.0707963267949;\n" "phase = srcCoordinates.x * 6.283185308;\n" @@ -212,7 +208,7 @@ static NSString *const vertexShader = static NSString *const fragmentShader = @"#version 150\n" "\n" - "in vec2 srcCoordinatesVarying[7];\n" + "in vec2 srcCoordinatesVarying[4];\n" "in float lateralVarying;\n" "in float phase;\n" "out vec4 fragColour;\n" @@ -224,34 +220,23 @@ static NSString *const fragmentShader = "\n" "void main(void)\n" "{\n" - "vec4 samples[2];\n" - "vec4 angles[2];\n" + "vec4 angles = vec4(phase) + vec4(-2.35619449019234, -0.78539816339745, 0.78539816339745, 2.35619449019234);\n" + "vec4 samples = vec4(" + " sample(srcCoordinatesVarying[0], angles.x)," + " sample(srcCoordinatesVarying[1], angles.y)," + " sample(srcCoordinatesVarying[2], angles.z)," + " sample(srcCoordinatesVarying[3], angles.w)" + ");\n" "\n" - "vec4 angle = vec4(phase);\n" - "angles[0] = angle + vec4(-2.5132741232, -1.2566370616, -0.6283185308, 0.0);\n" - "angles[1] = angle + vec4(0.6283185308, 1.2566370616, 2.5132741232, 0.0);\n" + "float y = dot(vec4(0.25), samples);\n" + "samples -= vec4(y);\n" "\n" - "samples[0] = vec4(" - " sample(srcCoordinatesVarying[0], angles[0].x)," - " sample(srcCoordinatesVarying[1], angles[0].y)," - " sample(srcCoordinatesVarying[2], angles[0].z)," - " sample(srcCoordinatesVarying[3], angles[0].w));\n" - "samples[1] = vec4(" - " sample(srcCoordinatesVarying[4], angles[1].x)," - " sample(srcCoordinatesVarying[5], angles[1].y)," - " sample(srcCoordinatesVarying[6], angles[1].z)," - " 0.0);\n" - "float y = dot(vec4(0.2, 0.2, 0.0, 0.2), samples[0]) + dot(vec4(0.0, 0.2, 0.2, 0.0), samples[1]);\n" - "\n" - "samples[0] -= vec4(y);\n" - "samples[1] -= vec4(y);\n" - "\n" - "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" - "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" + "float i = dot(cos(angles), samples);\n" + "float q = dot(sin(angles), samples);\n" "\n" "// 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" "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);\n" - "fragColour = vec4( yiqToRGB * vec3(y, i, q), sin(lateralVarying));\n" + "fragColour = vec4( yiqToRGB * vec3(y, i, q), 1.0);//sin(lateralVarying));\n" "}\n"; #if defined(DEBUG)