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Establish correct range of output.
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@@ -66,9 +66,7 @@ void main(void) {
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coordinates[30] = vec2(centreX + 15.0, sampleY) / bufferSize;
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gl_Position = vec4(
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// (vec2(centreX, sampleY) / bufferSize - vec2(0.5)) * vec2(2.0),
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lateral,
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longitudinal,
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(vec2(centreX, sampleY) / bufferSize - vec2(0.5)) * vec2(2.0),
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0.0,
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1.0
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);
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@@ -122,7 +120,7 @@ void main(void) {
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filterCoefficients[30] * texture(source, coordinates[30]).x;
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outputColour = vec4(
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1.0, 1.0, 0.0, 1.0);
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coordinates[15], 0.0, 1.0);
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// channels.x,
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// channels.y * centre.yz,
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// 1.0
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@@ -174,7 +172,7 @@ OpenGL::Shader OpenGL::separation_shader(
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//
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// Set uniforms.
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//
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shader.set_uniform("samplesPerLine", samples_per_line);
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shader.set_uniform("samplesPerLine", float(samples_per_line));
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shader.set_uniform("bufferSize", float(buffer_width), float(buffer_height));
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shader.set_uniform("source", GLint(source_texture_unit - GL_TEXTURE0));
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