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Attempted a switch to the real PAL visible area and to something a bit like a real phosphor decay.
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@ -37,7 +37,7 @@ Machine::Machine() :
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"float texValue = texture(texID, coordinate).r;"
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"return vec3(step(4.0/256.0, mod(texValue, 8.0/256.0)), step(2.0/256.0, mod(texValue, 4.0/256.0)), step(1.0/256.0, mod(texValue, 2.0/256.0)));"
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"}");
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// _crt->set_visible_area(Outputs::Rect(0.2f, 0.05f, 0.82f, 0.82f));
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_crt->set_visible_area(Outputs::Rect(0.1875f, 0.0f, 0.8125f, 0.98f));
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memset(_keyStates, 0, sizeof(_keyStates));
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memset(_palette, 0xf, sizeof(_palette));
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@ -162,7 +162,7 @@ static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeSt
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NSOpenGLPFADoubleBuffer,
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NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
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NSOpenGLPFASampleBuffers, 1,
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NSOpenGLPFASamples, 2,
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NSOpenGLPFASamples, 16,
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0
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};
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@ -311,7 +311,7 @@ char *CRT::get_fragment_shader()
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"void main(void)"
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"{"
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"fragColour = vec4(rgb_sample(srcCoordinatesVarying).rgb, 2.0 - age);"
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"fragColour = vec4(rgb_sample(srcCoordinatesVarying).rgb, 10.0 * exp(-age * 2.0));"
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"}"
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, _rgb_shader);
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}
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