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synced 2025-02-04 14:30:19 +00:00
Turned the colour up just a little, slightly lowered luminance signal strength.
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@ -560,7 +560,7 @@ void OpenGLOutputBuilder::set_timing_uniforms()
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float colour_subcarrier_frequency = (float)_colour_cycle_numerator / (float)_colour_cycle_denominator;
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if(composite_separation_filter_program) composite_separation_filter_program->set_separation_frequency(_cycles_per_line, colour_subcarrier_frequency);
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if(composite_y_filter_shader_program) composite_y_filter_shader_program->set_filter_coefficients(_cycles_per_line, colour_subcarrier_frequency * 0.75f);
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if(composite_y_filter_shader_program) composite_y_filter_shader_program->set_filter_coefficients(_cycles_per_line, colour_subcarrier_frequency * 0.66f);
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if(composite_chrominance_filter_shader_program) composite_chrominance_filter_shader_program->set_filter_coefficients(_cycles_per_line, colour_subcarrier_frequency * 0.5f);
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if(rgb_filter_shader_program) rgb_filter_shader_program->set_filter_coefficients(_cycles_per_line, (float)_input_frequency * 0.5f);
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@ -272,7 +272,7 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_chroma_filter_shade
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"), vec3(1.0))"
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");"
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"vec3 lumaChromaColourInRange = (lumaChromaColour - vec3(0.0, 0.5, 0.5)) * vec3(1.0, 2.0, 2.0);"
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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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"fragColour = lumaChromaToRGB * lumaChromaColourInRange;"
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"}", false, false);
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}
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