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Corrects phase-linked luminance support.

This commit is contained in:
Thomas Harte 2020-09-07 20:53:28 -04:00
parent 07dcb4dbb1
commit de6ed7b615

View File

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