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Switches to an ordinary sampler for scan processing.

This commit is contained in:
Thomas Harte 2018-11-24 18:03:44 -05:00
parent 6b42b92930
commit d7c0f0c804

View File

@ -37,9 +37,7 @@ std::string ScanTarget::glsl_globals(ShaderType type) {
"in float dataY;"
"in float lineY;"
"in float compositeAmplitude;"
"uniform usampler2D textureName;";
"in float compositeAmplitude;";
case ShaderType::Line:
return
@ -92,9 +90,13 @@ std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
std::string result;
if(type == ShaderType::InputScan) {
result += "out vec2 textureCoordinate;";
result +=
"out vec2 textureCoordinate;"
"uniform usampler2D textureName;";
} else {
result += "out vec2 textureCoordinates[11];";
result +=
"out vec2 textureCoordinates[11];"
"uniform sampler2D textureName;";
}
result +=
@ -330,11 +332,11 @@ std::unique_ptr<Shader> ScanTarget::svideo_to_rgb_shader(int colour_cycle_numera
"in vec2 textureCoordinates[11];"
"uniform float textureWeights[11];"
"uniform usampler2D textureName;"
"uniform sampler2D textureName;"
"out vec3 fragColour;"
"void main(void) {"
"vec3 textureSample = vec3(texture(textureName, textureCoordinates[5]).rgb) / vec3(65536.0 * 16384.0);"
"vec3 textureSample = texture(textureName, textureCoordinates[5]).rgb;"
"fragColour = textureSample;"
"}",
attribute_bindings(ShaderType::ProcessedScan)