diff --git a/Outputs/OpenGL/ScanTargetGLSLFragments.cpp b/Outputs/OpenGL/ScanTargetGLSLFragments.cpp index ff0459eae..0169f5427 100644 --- a/Outputs/OpenGL/ScanTargetGLSLFragments.cpp +++ b/Outputs/OpenGL/ScanTargetGLSLFragments.cpp @@ -17,9 +17,14 @@ void Outputs::Display::OpenGL::ScanTarget::set_uniforms(ShaderType type, Shader // converge even allowing for the fact that they may not be spaced by exactly // the expected distance. Cf. the stencil-powered logic for making sure all // pixels are painted only exactly once per field. - target.set_uniform("rowHeight", GLfloat(1.05f / modals_.expected_vertical_lines)); - target.set_uniform("scale", GLfloat(modals_.output_scale.x), GLfloat(modals_.output_scale.y)); - target.set_uniform("phaseOffset", GLfloat(modals_.input_data_tweaks.phase_linked_luminance_offset)); + switch(type) { + default: break; + case ShaderType::Conversion: + target.set_uniform("rowHeight", GLfloat(1.05f / modals_.expected_vertical_lines)); + target.set_uniform("scale", GLfloat(modals_.output_scale.x), GLfloat(modals_.output_scale.y)); + target.set_uniform("phaseOffset", GLfloat(modals_.input_data_tweaks.phase_linked_luminance_offset)); + break; + } } void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) { @@ -235,13 +240,14 @@ std::unique_ptr ScanTarget::conversion_shader() const { "out float compositeAmplitude;" "out float oneOverCompositeAmplitude;" - "uniform vec4 textureCoordinateOffsets;" - "uniform float angleOffsets[4];" - ; + "uniform float textureCoordinateOffsets[7];" + "uniform float angleOffsets[4];"; fragment_shader += "in float compositeAngle;" "in float compositeAmplitude;" - "in float oneOverCompositeAmplitude;"; + "in float oneOverCompositeAmplitude;" + + "uniform vec4 compositeAngleOffsets[2];"; } switch(modals_.display_type){ @@ -254,11 +260,9 @@ std::unique_ptr ScanTarget::conversion_shader() const { case DisplayType::CompositeColour: case DisplayType::SVideo: vertex_shader += - "out vec2 textureCoordinates[4];" - "out vec4 angles;"; + "out vec2 textureCoordinates[7];"; fragment_shader += - "in vec2 textureCoordinates[4];" - "in vec4 angles;"; + "in vec2 textureCoordinates[7];"; break; } @@ -297,12 +301,9 @@ std::unique_ptr ScanTarget::conversion_shader() const { "textureCoordinates[1] = vec2(centreClock + textureCoordinateOffsets[1], lineY + 0.5) / textureSize(textureName, 0);" "textureCoordinates[2] = vec2(centreClock + textureCoordinateOffsets[2], lineY + 0.5) / textureSize(textureName, 0);" "textureCoordinates[3] = vec2(centreClock + textureCoordinateOffsets[3], lineY + 0.5) / textureSize(textureName, 0);" - "angles = vec4(" - "compositeAngle - 2.356194490192345," - "compositeAngle - 0.785398163397448," - "compositeAngle + 0.785398163397448," - "compositeAngle + 2.356194490192345" - ");"; + "textureCoordinates[4] = vec2(centreClock + textureCoordinateOffsets[4], lineY + 0.5) / textureSize(textureName, 0);" + "textureCoordinates[5] = vec2(centreClock + textureCoordinateOffsets[5], lineY + 0.5) / textureSize(textureName, 0);" + "textureCoordinates[6] = vec2(centreClock + textureCoordinateOffsets[6], lineY + 0.5) / textureSize(textureName, 0);"; break; } @@ -433,33 +434,53 @@ std::unique_ptr ScanTarget::conversion_shader() const { case DisplayType::CompositeColour: fragment_shader += - // Sample four times over, at proper angle offsets. - "vec4 samples = vec4(" - "composite_sample(textureCoordinates[0], angles[0])," - "composite_sample(textureCoordinates[1], angles[1])," - "composite_sample(textureCoordinates[2], angles[2])," - "composite_sample(textureCoordinates[3], angles[3])" + "vec4 angles[2] = vec4[2](" + "vec4(compositeAngle) + compositeAngleOffsets[0]," + "vec4(compositeAngle) + compositeAngleOffsets[1]" ");" + // Sample four times over, at proper angle offsets. + "vec4 samples[2] = vec4[2](vec4(" + "composite_sample(textureCoordinates[0], angles[0].x)," + "composite_sample(textureCoordinates[1], angles[0].y)," + "composite_sample(textureCoordinates[2], angles[0].z)," + "composite_sample(textureCoordinates[3], angles[0].w)" + "), vec4(" + "composite_sample(textureCoordinates[4], angles[1].x)," + "composite_sample(textureCoordinates[5], angles[1].y)," + "composite_sample(textureCoordinates[6], angles[1].z)," + "0.0" + "));" + // Compute a luminance for use if there's no colour information, now, before // modifying samples. - "float mono_luminance = dot(samples.yz, vec2(0.5));" + "float mono_luminance = dot(vec3(samples[0].zw, samples[1].x), vec3(0.15, 0.7, 0.15));" // Take the average to calculate luminance, then subtract that from all four samples to // give chrominance. - "float luminance = dot(samples, vec4(0.25));" - "samples -= vec4(luminance);" - "luminance /= (1.0 - compositeAmplitude);" + "float luminances[4] = float[4](" + "dot(samples[0], vec4(0.25))," + "dot(vec4(samples[0].yzw, samples[1].x), vec4(0.25))," + "dot(vec4(samples[0].zw, samples[1].xy), vec4(0.25))," + "dot(vec4(samples[0].w, samples[1].xyz), vec4(0.25))" + ");" // Split and average chrominance. + "vec4 chrominances = vec4(" + "samples[0].y - luminances[0]," + "samples[0].z - luminances[1]," + "samples[0].w - luminances[2]," + "samples[1].x - luminances[3]" + ");" + "vec4 chrominance_angles = vec4(angles[0].yzw, angles[1].x);" "vec2 channels = vec2(" - "dot(cos(angles), samples)," - "dot(sin(angles), samples)" + "dot(cos(chrominance_angles), chrominances)," + "dot(sin(chrominance_angles), chrominances)" ") * vec2(0.125 * oneOverCompositeAmplitude);" // Apply a colour space conversion to get RGB. "fragColour3 = mix(" - "lumaChromaToRGB * vec3(luminance, channels)," + "lumaChromaToRGB * vec3(luminances[2] / (1.0 - compositeAmplitude), channels)," "vec3(mono_luminance)," "step(oneOverCompositeAmplitude, 0.01)" ");"; @@ -502,12 +523,16 @@ std::unique_ptr ScanTarget::conversion_shader() const { // If this isn't an RGB or composite colour shader, set the proper colour space. if(modals_.display_type != DisplayType::RGB) { - float clocks_per_angle = float(modals_.cycles_per_line) * float(modals_.colour_cycle_denominator) / float(modals_.colour_cycle_numerator); - shader->set_uniform("textureCoordinateOffsets", - -0.375f * clocks_per_angle, - -0.125f * clocks_per_angle, - +0.125f * clocks_per_angle, - +0.375f * clocks_per_angle); + const float clocks_per_angle = float(modals_.cycles_per_line) * float(modals_.colour_cycle_denominator) / float(modals_.colour_cycle_numerator); + GLfloat texture_offsets[7]; + GLfloat angles[8]; + for(int c = 0; c < 7; ++c) { + GLfloat angle = (GLfloat(c) - 3.5f) / 4.0f; + texture_offsets[c] = angle * clocks_per_angle; + angles[c] = GLfloat(angle * 2.0f * M_PI); + } + shader->set_uniform("textureCoordinateOffsets", 1, 7, texture_offsets); + shader->set_uniform("compositeAngleOffsets", 4, 2, angles); switch(modals_.composite_colour_space) { case ColourSpace::YIQ: {