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Corrects horizontal scale.

This commit is contained in:
Thomas Harte 2019-02-09 18:52:43 -05:00
parent e35a3ab566
commit d341f98b09

View File

@ -564,7 +564,7 @@ std::unique_ptr<Shader> ScanTarget::qam_separation_shader() const {
"float lateral = float(gl_VertexID & 1);" "float lateral = float(gl_VertexID & 1);"
"float longitudinal = float((gl_VertexID & 2) >> 1);" "float longitudinal = float((gl_VertexID & 2) >> 1);"
"vec2 eyePosition = vec2(abs(mix(startCompositeAngle, endCompositeAngle, lateral) * 4.0), lineY + longitudinal) / vec2(2048.0, 2048.0);" "vec2 eyePosition = vec2(abs(mix(startCompositeAngle, endCompositeAngle, lateral) * 4.0/64.0), lineY + longitudinal) / vec2(2048.0, 2048.0);"
"gl_Position = vec4(eyePosition*2.0 - vec2(1.0), 0.0, 1.0);" "gl_Position = vec4(eyePosition*2.0 - vec2(1.0), 0.0, 1.0);"
"compositeAngle = (mix(startCompositeAngle, endCompositeAngle, lateral) / 32.0) * 3.141592654;" "compositeAngle = (mix(startCompositeAngle, endCompositeAngle, lateral) / 32.0) * 3.141592654;"