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synced 2024-11-26 08:49:37 +00:00
Applies harsher filtering.
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@ -174,7 +174,6 @@ void ScanTarget::set_modals(Modals modals) {
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// Cascade the texture units in use as per the pipeline stages.
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// Cascade the texture units in use as per the pipeline stages.
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std::vector<Shader *> input_shaders = {input_shader_.get()};
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std::vector<Shader *> input_shaders = {input_shader_.get()};
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GLint texture_unit = GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0);
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GLint texture_unit = GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0);
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// output_shader_->set_uniform("textureName", texture_unit);
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for(const auto &stage: pipeline_stages_) {
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for(const auto &stage: pipeline_stages_) {
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input_shaders.push_back(stage.shader.get());
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input_shaders.push_back(stage.shader.get());
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@ -616,12 +615,6 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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glViewport(0, 0, (GLsizei)output_width, (GLsizei)output_height);
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glViewport(0, 0, (GLsizei)output_width, (GLsizei)output_height);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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// unprocessed_line_texture_.bind_texture();
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// unprocessed_line_texture_.draw(float(output_width) / float(output_height), 4.0f / 255.0f);
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// pipeline_stages_.front().target.bind_texture();
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// pipeline_stages_.front().target.draw(float(output_width) / float(output_height), 4.0f / 255.0f);
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accumulation_texture_->bind_texture();
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accumulation_texture_->bind_texture();
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accumulation_texture_->draw(float(output_width) / float(output_height), 4.0f / 255.0f);
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accumulation_texture_->draw(float(output_width) / float(output_height), 4.0f / 255.0f);
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@ -349,7 +349,7 @@ std::unique_ptr<Shader> ScanTarget::svideo_to_rgb_shader(int colour_cycle_numera
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(Colour cycle numerator)/(Colour cycle denominator) gives the number of colour cycles in (processing_width / LineBufferWidth),
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(Colour cycle numerator)/(Colour cycle denominator) gives the number of colour cycles in (processing_width / LineBufferWidth),
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there'll be at least four samples per colour clock and in practice at most just a shade more than 9.
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there'll be at least four samples per colour clock and in practice at most just a shade more than 9.
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*/
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*/
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auto coefficients = coefficients_for_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.5f);
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auto coefficients = coefficients_for_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.25f);
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auto shader = std::unique_ptr<Shader>(new Shader(
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auto shader = std::unique_ptr<Shader>(new Shader(
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glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
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glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
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"#version 150\n"
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"#version 150\n"
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@ -399,7 +399,7 @@ std::unique_ptr<Shader> ScanTarget::svideo_to_rgb_shader(int colour_cycle_numera
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}
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}
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std::unique_ptr<Shader> ScanTarget::composite_to_svideo_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
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std::unique_ptr<Shader> ScanTarget::composite_to_svideo_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
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auto coefficients = coefficients_for_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.75f);
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auto coefficients = coefficients_for_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.5f);
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auto shader = std::unique_ptr<Shader>(new Shader(
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auto shader = std::unique_ptr<Shader>(new Shader(
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glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
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glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
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"#version 150\n"
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"#version 150\n"
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