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mirror of https://github.com/TomHarte/CLK.git synced 2026-04-20 10:17:05 +00:00

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.
This commit is contained in:
Thomas Harte
2019-01-22 22:20:12 -05:00
parent 727f2e2ba0
commit a8acadbe13
3 changed files with 39 additions and 39 deletions
+2 -2
View File
@@ -294,7 +294,7 @@ void ScanTarget::setup_pipeline() {
processing_width_ = modals_.cycles_per_line / modals_.clocks_per_pixel_greatest_common_divisor;
// Establish an output shader.
output_shader_ = conversion_shader(modals_.input_data_type, modals_.display_type, modals_.composite_colour_space, output_gamma_ / modals_.intended_gamma, modals_.brightness);
output_shader_ = conversion_shader();
glBindVertexArray(line_vertex_array_);
glBindBuffer(GL_ARRAY_BUFFER, line_buffer_name_);
enable_vertex_attributes(ShaderType::Conversion, *output_shader_);
@@ -304,7 +304,7 @@ void ScanTarget::setup_pipeline() {
output_shader_->set_uniform("textureName", GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0));
// Establish an input shader.
input_shader_ = composition_shader(modals_.input_data_type);
input_shader_ = composition_shader();
glBindVertexArray(scan_vertex_array_);
glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
enable_vertex_attributes(ShaderType::Composition, *input_shader_);