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Brief detour: introduces myself to C++11 multiline string literals.
A full cleaning coming soon, I imagine.
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@ -489,28 +489,29 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
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std::unique_ptr<Shader> ScanTarget::composition_shader() const {
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const auto modals = BufferingScanTarget::modals();
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const std::string vertex_shader =
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"#version 150\n"
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R"x(#version 150
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"in float startDataX;"
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"in float startClock;"
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in float startDataX;
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in float startClock;
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"in float endDataX;"
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"in float endClock;"
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in float endDataX;
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in float endClock;
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"in float dataY;"
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"in float lineY;"
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in float dataY;
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in float lineY;
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"out vec2 textureCoordinate;"
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"uniform usampler2D textureName;"
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out vec2 textureCoordinate;
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uniform usampler2D textureName;
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"void main(void) {"
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"float lateral = float(gl_VertexID & 1);"
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"float longitudinal = float((gl_VertexID & 2) >> 1);"
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void main(void) {
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float lateral = float(gl_VertexID & 1);
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float longitudinal = float((gl_VertexID & 2) >> 1);
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"textureCoordinate = vec2(mix(startDataX, endDataX, lateral), dataY + 0.5) / textureSize(textureName, 0);"
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"vec2 eyePosition = vec2(mix(startClock, endClock, lateral), lineY + longitudinal) / vec2(2048.0, 2048.0);"
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"gl_Position = vec4(eyePosition*2.0 - vec2(1.0), 0.0, 1.0);"
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"}";
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textureCoordinate = vec2(mix(startDataX, endDataX, lateral), dataY + 0.5) / textureSize(textureName, 0);
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vec2 eyePosition = vec2(mix(startClock, endClock, lateral), lineY + longitudinal) / vec2(2048.0, 2048.0);
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gl_Position = vec4(eyePosition*2.0 - vec2(1.0), 0.0, 1.0);
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}
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)x";
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std::string fragment_shader =
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"#version 150\n"
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