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https://github.com/TomHarte/CLK.git
synced 2024-11-25 16:31:42 +00:00
Brings S-Video inside the group that filters luminance.
Thereby revealing some sort of error in offset selection.
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@ -57,7 +57,7 @@ void ScanTarget::set_uniforms(ShaderType type, Shader &target) const {
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}
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void ScanTarget::set_sampling_window(int output_width, int output_height, Shader &target) {
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if(modals_.display_type != DisplayType::CompositeColour && modals_.display_type != DisplayType::SVideo) {
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if(modals_.display_type != DisplayType::CompositeColour) {
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const float one_pixel_width = float(output_width) * modals_.visible_area.size.width / float(modals_.cycles_per_line);
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const float clocks_per_angle = float(modals_.cycles_per_line) * float(modals_.colour_cycle_denominator) / float(modals_.colour_cycle_numerator);
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GLfloat texture_offsets[4];
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@ -284,7 +284,8 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
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"uniform vec2 origin;"
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"uniform vec2 size;"
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"uniform float textureCoordinateOffsets[4];";
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"uniform float textureCoordinateOffsets[4];"
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"out vec2 textureCoordinates[4];";
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std::string fragment_shader =
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"#version 150\n"
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@ -292,6 +293,8 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
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"uniform sampler2D textureName;"
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"uniform sampler2D qamTextureName;"
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"in vec2 textureCoordinates[4];"
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"out vec4 fragColour;";
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if(modals_.display_type != DisplayType::RGB) {
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@ -309,30 +312,9 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
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"uniform vec4 compositeAngleOffsets;";
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}
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switch(modals_.display_type) {
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case DisplayType::RGB:
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case DisplayType::CompositeMonochrome:
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vertex_shader += "out vec2 textureCoordinates[4];";
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fragment_shader += "in vec2 textureCoordinates[4];";
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break;
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case DisplayType::SVideo:
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vertex_shader +=
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"out vec2 textureCoordinate;"
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"out vec2 qamTextureCoordinates[4];";
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fragment_shader +=
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"in vec2 textureCoordinate;"
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"in vec2 qamTextureCoordinates[4];";
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break;
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case DisplayType::CompositeColour:
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vertex_shader +=
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"out vec2 textureCoordinates[4];"
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"out vec2 qamTextureCoordinates[4];";
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fragment_shader +=
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"in vec2 textureCoordinates[4];"
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"in vec2 qamTextureCoordinates[4];";
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break;
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if(modals_.display_type == DisplayType::SVideo || modals_.display_type == DisplayType::CompositeColour) {
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vertex_shader += "out vec2 qamTextureCoordinates[4];";
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fragment_shader += "in vec2 qamTextureCoordinates[4];";
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}
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// Add the code to generate a proper output position; this applies to all display types.
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@ -353,23 +335,12 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
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"oneOverCompositeAmplitude = mix(0.0, 255.0 / lineCompositeAmplitude, step(0.01, lineCompositeAmplitude));";
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}
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switch(modals_.display_type) {
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case DisplayType::SVideo:
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vertex_shader +=
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"textureCoordinate = vec2(mix(startClock, endClock, lateral), lineY + 0.5) / textureSize(textureName, 0);";
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break;
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case DisplayType::RGB:
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case DisplayType::CompositeMonochrome:
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case DisplayType::CompositeColour:
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vertex_shader +=
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"float centreClock = mix(startClock, endClock, lateral);"
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"textureCoordinates[0] = vec2(centreClock + textureCoordinateOffsets[0], lineY + 0.5) / textureSize(textureName, 0);"
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"textureCoordinates[1] = vec2(centreClock + textureCoordinateOffsets[1], lineY + 0.5) / textureSize(textureName, 0);"
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"textureCoordinates[2] = vec2(centreClock + textureCoordinateOffsets[2], lineY + 0.5) / textureSize(textureName, 0);"
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"textureCoordinates[3] = vec2(centreClock + textureCoordinateOffsets[3], lineY + 0.5) / textureSize(textureName, 0);";
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break;
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}
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vertex_shader +=
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"float centreClock = mix(startClock, endClock, lateral);"
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"textureCoordinates[0] = vec2(centreClock + textureCoordinateOffsets[0], lineY + 0.5) / textureSize(textureName, 0);"
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"textureCoordinates[1] = vec2(centreClock + textureCoordinateOffsets[1], lineY + 0.5) / textureSize(textureName, 0);"
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"textureCoordinates[2] = vec2(centreClock + textureCoordinateOffsets[2], lineY + 0.5) / textureSize(textureName, 0);"
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"textureCoordinates[3] = vec2(centreClock + textureCoordinateOffsets[3], lineY + 0.5) / textureSize(textureName, 0);";
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if((modals_.display_type == DisplayType::SVideo) || (modals_.display_type == DisplayType::CompositeColour)) {
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vertex_shader +=
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@ -398,24 +369,6 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
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"vec3 fragColour3;";
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switch(modals_.display_type) {
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case DisplayType::SVideo:
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fragment_shader +=
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// Sample the S-Video stream once, to obtain luminance.
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"vec2 sample = svideo_sample(textureCoordinate, compositeAngle);"
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// Split and average chrominance.
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"vec2 chrominances[4] = vec2[4]("
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"textureLod(qamTextureName, qamTextureCoordinates[0], 0).gb,"
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"textureLod(qamTextureName, qamTextureCoordinates[1], 0).gb,"
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"textureLod(qamTextureName, qamTextureCoordinates[2], 0).gb,"
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"textureLod(qamTextureName, qamTextureCoordinates[3], 0).gb"
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");"
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"vec2 channels = (chrominances[0] + chrominances[1] + chrominances[2] + chrominances[3])*0.5 - vec2(1.0);"
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// Apply a colour space conversion to get RGB.
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"fragColour3 = lumaChromaToRGB * vec3(sample.r, channels);";
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break;
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case DisplayType::CompositeColour:
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fragment_shader +=
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"vec4 angles = compositeAngle + compositeAngleOffsets;"
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@ -475,6 +428,31 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
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");"
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"fragColour3 = samples[0]*0.15 + samples[1]*0.35 + samples[2]*0.35 + samples[2]*0.15;";
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break;
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case DisplayType::SVideo:
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fragment_shader +=
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// Sample the S-Video stream to obtain luminance.
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"vec4 angles = compositeAngle + compositeAngleOffsets;"
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"vec4 samples = vec4("
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"svideo_sample(textureCoordinates[0], angles.x).x,"
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"svideo_sample(textureCoordinates[1], angles.y).x,"
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"svideo_sample(textureCoordinates[2], angles.z).x,"
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"svideo_sample(textureCoordinates[3], angles.w).x"
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");"
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"float luminance = dot(samples, vec4(0.15, 0.35, 0.35, 0.25));"
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// Split and average chrominaxnce.
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"vec2 chrominances[4] = vec2[4]("
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"textureLod(qamTextureName, qamTextureCoordinates[0], 0).gb,"
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"textureLod(qamTextureName, qamTextureCoordinates[1], 0).gb,"
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"textureLod(qamTextureName, qamTextureCoordinates[2], 0).gb,"
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"textureLod(qamTextureName, qamTextureCoordinates[3], 0).gb"
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");"
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"vec2 channels = (chrominances[0] + chrominances[1] + chrominances[2] + chrominances[3])*0.5 - vec2(1.0);"
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// Apply a colour space conversion to get RGB.
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"fragColour3 = lumaChromaToRGB * vec3(luminance, channels);";
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break;
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}
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// Apply a brightness adjustment if requested.
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