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Experimented with table-based GLSL lookups, and a sine curve. Now _exceedingly_ slow, but colours are correct if I pretend I'm in the YUV colour space.
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@ -48,26 +48,53 @@ MOS6560::MOS6560() :
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_vertical_counter(0)
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{
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_crt->set_composite_sampling_function(
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"float angles[8] = float[]("
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"2.356194490192345," // orange
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"2.748893571891069," // light yellow
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"float angles[16] = float[]("
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"0.0," // black
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"0.0," // white
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"1.963495408493621," // red
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"5.105088062083414," // cyan
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"0.785398163397448," // purple
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"3.926990816987241," // green
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"0.0," // blue
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"3.141592653589793" // yellow
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"3.141592653589793," // yellow
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"2.356194490192345," // orange
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"2.748893571891069," // light yellow
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"1.963495408493621," // light red
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"5.105088062083414," // light cyan
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"0.785398163397448," // light purple
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"3.926990816987241," // light green
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"0.0," // light blue
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"3.141592653589793" // light yellow
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");"
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"float brightnesses[16] = float[]("
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"0.0 / 255.0,"
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"255.0 / 255.0,"
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"79.6875 / 255.0,"
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"159.375 / 255.0,"
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"95.625 / 255.0,"
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"127.5 / 255.0,"
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"63.75 / 255.0,"
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"191.25 / 255.0,"
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"95.625 / 255.0,"
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"63.75 / 255.0,"
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"127.5 / 255.0,"
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"189.375 / 255.0,"
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"135.625 / 255.0,"
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"191.25 / 255.0,"
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"119.53125 / 255.0,"
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"159.375 / 255.0"
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");"
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"float composite_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase, float amplitude)"
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"{"
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"uint c = texture(texID, coordinate).r;"
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"float y = 0.75 + (float(c & 8u) / 8.0) * 0.25 * step(1, c);"
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"float y = brightnesses[c];"
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"float phaseOffset = angles[c];"
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"uint iPhase = c & 7u;"
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"float phaseOffset = angles[iPhase];"
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// sin(phase + phaseOffset)
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"return mix(step(1, c) * y, step(2, c) * step(3.141592654, mod(phase + phaseOffset, 6.283185308)) * 2.0 - 1.0, amplitude);" // TODO: square wave (step(3.141592654, mod(phase + phaseOffset, 6.283185308))?)
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// "float chroma = step(3.141592654, mod(phase + phaseOffset, 6.283185308)) * 2.0 - 1.0;"
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"float chroma = cos(phase + phaseOffset);"
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"return mix(y, chroma, amplitude);"
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"}");
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}
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