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