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With a little more debug logging, discovered an issue with incrementing by four.
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@@ -563,15 +563,16 @@ std::unique_ptr<Shader> ScanTarget::qam_separation_shader() const {
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"void main(void) {"
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"float lateral = float(gl_VertexID & 1);"
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"float longitudinal = float((gl_VertexID & 2) >> 1);"
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"float centreClock = mix(startClock, endClock, lateral);"
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"vec2 eyePosition = vec2(abs(mix(startCompositeAngle, endCompositeAngle, lateral) * 4.0/64.0), lineY + longitudinal) / vec2(2048.0, 2048.0);"
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"compositeAngle = mix(startCompositeAngle, endCompositeAngle, lateral) / 64.0;"
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"vec2 eyePosition = vec2(abs(compositeAngle) * 4.0, lineY + longitudinal) / vec2(2048.0, 2048.0);"
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"gl_Position = vec4(eyePosition*2.0 - vec2(1.0), 0.0, 1.0);"
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"compositeAngle = (mix(startCompositeAngle, endCompositeAngle, lateral) / 32.0) * 3.141592654;"
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"compositeAngle = compositeAngle * 2.0 * 3.141592654;"
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"compositeAmplitude = lineCompositeAmplitude / 255.0;"
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"oneOverCompositeAmplitude = mix(0.0, 255.0 / lineCompositeAmplitude, step(0.01, lineCompositeAmplitude));"
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"float centreClock = mix(startClock, endClock, lateral);";
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"oneOverCompositeAmplitude = mix(0.0, 255.0 / lineCompositeAmplitude, step(0.01, lineCompositeAmplitude));";
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if(is_svideo) {
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vertex_shader +=
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@@ -617,7 +618,7 @@ std::unique_ptr<Shader> ScanTarget::qam_separation_shader() const {
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};
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fragment_shader +=
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"fragColour = fragColour*vec4(0.5) + vec4(0.5);"
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"fragColour = fragColour*0.5 + vec4(0.5);"
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"}";
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return std::unique_ptr<Shader>(new Shader(
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