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Cleans up and simplifies shader creation.
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@@ -100,17 +100,6 @@ void ScanTarget::set_modals(Modals modals) {
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is_drawing_.clear();
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}
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void Outputs::Display::OpenGL::ScanTarget::set_uniforms(ShaderType type, Shader &target) {
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// Slightly over-amping rowHeight here is a cheap way to make sure that lines
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// converge even allowing for the fact that they may not be spaced by exactly
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// the expected distance. Cf. the stencil-powered logic for making sure all
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// pixels are painted only exactly once per field.
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target.set_uniform("rowHeight", GLfloat(1.05f / modals_.expected_vertical_lines));
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target.set_uniform("scale", GLfloat(modals_.output_scale.x), GLfloat(modals_.output_scale.y));
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target.set_uniform("processingWidth", GLfloat(processing_width_) / 2048.0f);
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target.set_uniform("phaseOffset", GLfloat(modals_.input_data_tweaks.phase_linked_luminance_offset));
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}
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Outputs::Display::ScanTarget::Scan *ScanTarget::begin_scan() {
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if(allocation_has_failed_) return nullptr;
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