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Fixed left/right shuffling. Was simply failing to supply the integer version of coordinates.
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@ -63,7 +63,6 @@ OpenGLOutputBuilder::OpenGLOutputBuilder(unsigned int buffer_depth) :
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}
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_buffer_builder = std::unique_ptr<CRTInputBufferBuilder>(new CRTInputBufferBuilder(buffer_depth));
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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// Create intermediate textures and bind to slots 0, 1 and 2
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@ -269,7 +268,7 @@ void OpenGLOutputBuilder::perform_output_stage(unsigned int output_width, unsign
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// clear the buffer
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_BLEND);
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// glEnable(GL_BLEND);
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// draw all sitting frames
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unsigned int run = (unsigned int)_run_write_pointer;
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@ -357,12 +356,14 @@ char *OpenGLOutputBuilder::get_input_vertex_shader()
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"uniform ivec2 outputTextureSize;"
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"out vec2 inputPositionVarying;"
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"out vec2 iInputPositionVarying;"
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"out float phaseVarying;"
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"out float alphaVarying;"
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"void main(void)"
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"{"
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"ivec2 textureSize = textureSize(texID, 0);"
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"iInputPositionVarying = inputPosition;"
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"inputPositionVarying = vec2(inputPosition.x / textureSize.x, (inputPosition.y + 0.5) / textureSize.y);"
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"phaseVarying = (phaseCyclesPerTick * phaseTime + phaseAmplitudeAndAlpha.x) * 2.0 * 3.141592654;"
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@ -386,6 +387,7 @@ char *OpenGLOutputBuilder::get_input_fragment_shader()
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"#version 150\n"
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"in vec2 inputPositionVarying;"
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"in vec2 iInputPositionVarying;"
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"in float phaseVarying;"
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"in float alphaVarying;"
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@ -397,7 +399,7 @@ char *OpenGLOutputBuilder::get_input_fragment_shader()
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"void main(void)"
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"{"
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"fragColour = vec4(rgb_sample(texID, inputPositionVarying, inputPositionVarying) * alphaVarying, 1.0);" // composite
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"fragColour = vec4(rgb_sample(texID, inputPositionVarying, iInputPositionVarying) * alphaVarying, 1.0);" // composite
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"}"
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, composite_shader);
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}
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