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https://github.com/TomHarte/CLK.git
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Gives the shader builders freer rein over what to use as inputs, and turns angles into a varying.
All dropping out during the never-ending diagnosis at play here.
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@@ -294,7 +294,7 @@ void ScanTarget::setup_pipeline() {
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processing_width_ = modals_.cycles_per_line / modals_.clocks_per_pixel_greatest_common_divisor;
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// Establish an output shader.
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output_shader_ = conversion_shader(modals_.input_data_type, modals_.display_type, modals_.composite_colour_space, output_gamma_ / modals_.intended_gamma, modals_.brightness);
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output_shader_ = conversion_shader();
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glBindVertexArray(line_vertex_array_);
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glBindBuffer(GL_ARRAY_BUFFER, line_buffer_name_);
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enable_vertex_attributes(ShaderType::Conversion, *output_shader_);
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@@ -304,7 +304,7 @@ void ScanTarget::setup_pipeline() {
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output_shader_->set_uniform("textureName", GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0));
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// Establish an input shader.
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input_shader_ = composition_shader(modals_.input_data_type);
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input_shader_ = composition_shader();
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glBindVertexArray(scan_vertex_array_);
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glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
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enable_vertex_attributes(ShaderType::Composition, *input_shader_);
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