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Oh, of course, it's that the output vertex array doesn't get initialised unless there's an RGB shader program. Silly oversight. Fixed. And switched back to TV output for correct colours.
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@@ -34,13 +34,12 @@ void Machine::setup_output(float aspect_ratio)
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_crt->set_composite_sampling_function(
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"float composite_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase, float amplitude)\n"
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"{\n"
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"return 0.9;"
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// "vec2 c = vec2(1.0);"//vec2(texture(texID, coordinate).rg) / vec2(255.0);"
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// "float y = 0.1 + c.x * 0.91071428571429;\n"
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// "float aOffset = 6.283185308 * (c.y - 3.0 / 16.0) * 1.14285714285714;\n"
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// "return y + step(0.03125, c.y) * 0.1 * cos((coordinate.x * 2.0 * 3.141592654) - aOffset);\n"
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"vec2 c = vec2(texture(texID, coordinate).rg) / vec2(255.0);"
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"float y = 0.1 + c.x * 0.91071428571429;\n"
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"float aOffset = 6.283185308 * (c.y - 3.0 / 16.0) * 1.14285714285714;\n"
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"return y + step(0.03125, c.y) * 0.1 * cos(phase - aOffset);\n"
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"}");
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_crt->set_output_device(Outputs::CRT::Monitor);
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_crt->set_output_device(Outputs::CRT::Television);
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}
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Machine::~Machine()
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