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Corrects phase-linked luminance support.
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@ -101,7 +101,8 @@ struct Line {
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struct SourceInterpolator {
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float4 position [[position]];
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float2 textureCoordinates;
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float colourPhase;
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float unitColourPhase; // i.e. one unit per circle.
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float colourPhase; // i.e. 2*pi units per circle, just regular radians.
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float colourAmplitude [[flat]];
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};
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@ -147,11 +148,12 @@ template <typename Input> SourceInterpolator toDisplay(
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// Load up the colour details.
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output.colourAmplitude = float(inputs[instanceID].compositeAmplitude) / 255.0f;
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output.colourPhase = 3.141592654f * mix(
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output.unitColourPhase = mix(
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float(inputs[instanceID].endPoints[0].compositeAngle),
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float(inputs[instanceID].endPoints[1].compositeAngle),
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float((vertexID&2) >> 1)
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) / 32.0f;
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) / 64.0f;
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output.colourPhase = 2.0f * 3.141592654f * output.unitColourPhase;
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// Hence determine this quad's real shape, using vertexID to pick a corner.
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@ -208,11 +210,12 @@ vertex SourceInterpolator scanToComposition( constant Uniforms &uniforms [[buffe
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result.textureCoordinates.x = mix(scans[instanceID].endPoints[0].dataOffset, scans[instanceID].endPoints[1].dataOffset, float(vertexID));
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result.textureCoordinates.y = scans[instanceID].dataY;
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result.colourPhase = 3.141592654f * mix(
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result.unitColourPhase = mix(
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float(scans[instanceID].endPoints[0].compositeAngle),
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float(scans[instanceID].endPoints[1].compositeAngle),
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float(vertexID)
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) / 32.0f;
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) / 64.0f;
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result.colourPhase = 2.0f * 3.141592654f * result.unitColourPhase;
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result.colourAmplitude = float(scans[instanceID].compositeAmplitude) / 255.0f;
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// Map position into eye space, allowing for target texture dimensions.
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@ -280,9 +283,10 @@ fragment float4 compositeSampleLuminance8(SourceInterpolator vert [[stage_in]],
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}
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fragment float4 compositeSamplePhaseLinkedLuminance8(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
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const int offset = int(vert.colourPhase * 4.0);
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const int offset = int(vert.unitColourPhase * 4.0f) & 3;
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const float snappedColourPhase = float(offset) * (0.5f * 3.141592654f); // TODO: plus machine-supplied offset.
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auto sample = texture.sample(standardSampler, vert.textureCoordinates);
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return composite(sample[offset], quadrature(vert.colourPhase), vert.colourAmplitude);
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return composite(sample[offset], quadrature(snappedColourPhase), vert.colourAmplitude);
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}
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// The luminance/phase format can produce either composite or S-Video.
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@ -480,8 +484,8 @@ kernel void separateLumaKernel( texture2d<float, access::read> inTexture [[textu
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const float isColour = step(0.01, centreSample.a);
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const float chroma = (centreSample.r - luminance.g) / mix(1.0f, centreSample.a, isColour);
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outTexture.write(float4(
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// mix(luminance.g, luminance.r / (1.0f - centreSample.a), isColour),
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luminance.r / mix(1.0f, (1.0f - centreSample.a), isColour),
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mix(luminance.g, luminance.r / (1.0f - centreSample.a), isColour),
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// luminance.r / mix(1.0f, (1.0f - centreSample.a), isColour),
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isColour * (centreSample.gb - float2(0.5f)) * chroma + float2(0.5f),
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1.0f
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),
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