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More definitively removed the old sample-offset blending approach to filtering.

This commit is contained in:
Thomas Harte 2017-07-21 20:58:55 -04:00
parent 163c0f1b44
commit ef03c84b21

View File

@ -331,7 +331,7 @@ void IntermediateShader::set_filter_coefficients(float sampling_rate, float cuto
GLfloat offsets[5];
unsigned int taps = 11;
// unsigned int taps = 21;
while(1) {
// while(1) {
float coefficients[21];
SignalProcessing::FIRFilter luminance_filter(taps, sampling_rate, 0.0f, cutoff_frequency, SignalProcessing::FIRFilter::DefaultAttenuation);
luminance_filter.get_coefficients(coefficients);
@ -341,12 +341,12 @@ void IntermediateShader::set_filter_coefficients(float sampling_rate, float cuto
memset(weights, 0, sizeof(float)*12);
memset(offsets, 0, sizeof(float)*5);
int halfSize = (taps >> 1);
for(int c = 0; c < taps; c++) {
if(c < 5) offsets[c] = (halfSize - c);
unsigned int half_size = (taps >> 1);
for(unsigned int c = 0; c < taps; c++) {
if(c < 5) offsets[c] = (half_size - c);
weights[c] = coefficients[c];
}
break;
// break;
// int halfSize = (taps >> 1);
// while(c < halfSize && sample < 5) {
@ -368,8 +368,8 @@ void IntermediateShader::set_filter_coefficients(float sampling_rate, float cuto
// }
// break;
// }
taps -= 2;
}
// taps -= 2;
// }
set_uniform("weights", 4, 3, weights);
set_uniform("offsets", 1, 5, offsets);