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Simplifies the composite colour shader no longer to handle colour.
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@ -240,14 +240,14 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
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"out float compositeAmplitude;"
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"out float oneOverCompositeAmplitude;"
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"uniform float textureCoordinateOffsets[7];"
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"uniform float textureCoordinateOffsets[4];"
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"uniform float angleOffsets[4];";
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fragment_shader +=
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"in float compositeAngle;"
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"in float compositeAmplitude;"
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"in float oneOverCompositeAmplitude;"
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"uniform vec4 compositeAngleOffsets[2];";
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"uniform vec4 compositeAngleOffsets;";
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}
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switch(modals_.display_type){
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@ -260,9 +260,9 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
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case DisplayType::CompositeColour:
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case DisplayType::SVideo:
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vertex_shader +=
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"out vec2 textureCoordinates[7];";
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"out vec2 textureCoordinates[4];";
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fragment_shader +=
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"in vec2 textureCoordinates[7];";
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"in vec2 textureCoordinates[4];";
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break;
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}
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@ -300,10 +300,7 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
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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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"textureCoordinates[4] = vec2(centreClock + textureCoordinateOffsets[4], lineY + 0.5) / textureSize(textureName, 0);"
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"textureCoordinates[5] = vec2(centreClock + textureCoordinateOffsets[5], lineY + 0.5) / textureSize(textureName, 0);"
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"textureCoordinates[6] = vec2(centreClock + textureCoordinateOffsets[6], 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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@ -413,53 +410,41 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
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case DisplayType::CompositeColour:
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fragment_shader +=
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"vec4 angles[2] = vec4[2]("
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"vec4(compositeAngle) + compositeAngleOffsets[0],"
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"vec4(compositeAngle) + compositeAngleOffsets[1]"
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");"
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"vec4 angles = compositeAngle + compositeAngleOffsets;"
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// Sample four times over, at proper angle offsets.
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"vec4 samples[2] = vec4[2](vec4("
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"composite_sample(textureCoordinates[0], angles[0].x),"
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"composite_sample(textureCoordinates[1], angles[0].y),"
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"composite_sample(textureCoordinates[2], angles[0].z),"
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"composite_sample(textureCoordinates[3], angles[0].w)"
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"), vec4("
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"composite_sample(textureCoordinates[4], angles[1].x),"
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"composite_sample(textureCoordinates[5], angles[1].y),"
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"composite_sample(textureCoordinates[6], angles[1].z),"
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"0.0"
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"));"
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"vec4 samples = vec4("
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"composite_sample(textureCoordinates[0], angles.x),"
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"composite_sample(textureCoordinates[1], angles.y),"
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"composite_sample(textureCoordinates[2], angles.z),"
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"composite_sample(textureCoordinates[3], angles.w)"
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");"
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// Compute a luminance for use if there's no colour information, now, before
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// modifying samples.
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"float mono_luminance = dot(vec3(samples[0].zw, samples[1].x), vec3(0.15, 0.7, 0.15));"
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"float mono_luminance = dot(samples, vec4(0.15, 0.35, 0.35, 0.15));" // TODO: figure out proper coefficients.
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// Take the average to calculate luminance, then subtract that from all four samples to
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// give chrominance.
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"float luminances[4] = float[4]("
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"dot(samples[0], vec4(0.25)),"
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"dot(vec4(samples[0].yzw, samples[1].x), vec4(0.25)),"
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"dot(vec4(samples[0].zw, samples[1].xy), vec4(0.25)),"
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"dot(vec4(samples[0].w, samples[1].xyz), vec4(0.25))"
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");"
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"float luminance = dot(samples, vec4(0.25));"
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// Split and average chrominance.
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"vec4 chrominances = vec4("
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"samples[0].y - luminances[0],"
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"samples[0].z - luminances[1],"
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"samples[0].w - luminances[2],"
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"samples[1].x - luminances[3]"
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");"
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"vec4 chrominance_angles = vec4(angles[0].yzw, angles[1].x);"
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"vec2 channels = vec2("
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"dot(cos(chrominance_angles), chrominances),"
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"dot(sin(chrominance_angles), chrominances)"
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") * vec2(0.125 * oneOverCompositeAmplitude);"
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// "vec4 chrominances = vec4("
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// "samples[0].y - luminances[0],"
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// "samples[0].z - luminances[1],"
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// "samples[0].w - luminances[2],"
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// "samples[1].x - luminances[3]"
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// ");"
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// "vec4 chrominance_angles = vec4(angles[0].yzw, angles[1].x);"
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// "vec2 channels = vec2("
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// "dot(cos(chrominance_angles), chrominances),"
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// "dot(sin(chrominance_angles), chrominances)"
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// ") * vec2(0.125 * oneOverCompositeAmplitude);"
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"vec2 channels = vec2(0.0);"
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// Apply a colour space conversion to get RGB.
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"fragColour3 = mix("
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"lumaChromaToRGB * vec3(luminances[2] / (1.0 - compositeAmplitude), channels),"
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"lumaChromaToRGB * vec3(luminance / (1.0 - compositeAmplitude), channels),"
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"vec3(mono_luminance),"
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"step(oneOverCompositeAmplitude, 0.01)"
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");";
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@ -503,15 +488,15 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
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// If this isn't an RGB or composite colour shader, set the proper colour space.
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if(modals_.display_type != DisplayType::RGB) {
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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[7];
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GLfloat angles[8];
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for(int c = 0; c < 7; ++c) {
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GLfloat angle = (GLfloat(c) - 3.5f) / 4.0f;
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GLfloat texture_offsets[4];
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GLfloat angles[4];
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for(int c = 0; c < 4; ++c) {
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GLfloat angle = (GLfloat(c) - 1.5f) / 4.0f;
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texture_offsets[c] = angle * clocks_per_angle;
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angles[c] = GLfloat(angle * 2.0f * M_PI);
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}
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shader->set_uniform("textureCoordinateOffsets", 1, 7, texture_offsets);
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shader->set_uniform("compositeAngleOffsets", 4, 2, angles);
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shader->set_uniform("textureCoordinateOffsets", 1, 4, texture_offsets);
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shader->set_uniform("compositeAngleOffsets", 4, 1, angles);
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switch(modals_.composite_colour_space) {
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case ColourSpace::YIQ: {
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