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https://github.com/TomHarte/CLK.git
synced 2026-04-21 02:17:08 +00:00
Attempts an initial flattening of the pipeline, seemingly losing all output.
This commit is contained in:
@@ -90,12 +90,14 @@ std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
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if(type == ShaderType::InputScan) {
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result +=
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"out vec2 textureCoordinate;"
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"uniform usampler2D textureName;";
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"uniform sampler2D textureName;";
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} else {
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result +=
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"out vec2 textureCoordinates[15];"
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"out vec2 chromaCoordinates[2];"
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"uniform sampler2D textureName;"
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"uniform float chromaOffset;"
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"uniform float edgeExpansion;";
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}
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@@ -120,9 +122,9 @@ std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
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"vec2 eyePosition = (sourcePosition + vec2(0.0, longitudinal - 0.5)) / vec2(scale.x, 2048.0);"
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"sourcePosition /= vec2(scale.x, 2048.0);"
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"vec2 expansion = vec2(2.0*lateral*edgeExpansion - edgeExpansion, 0.0) / textureSize(textureName, 0);"
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"eyePosition = eyePosition + expansion;"
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"sourcePosition = sourcePosition + expansion;"
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// "vec2 expansion = vec2(edgeExpansion, 0.0) / textureSize(textureName, 0);"
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// "eyePosition = eyePosition + expansion;"
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// "sourcePosition = sourcePosition + expansion;"
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"textureCoordinates[0] = sourcePosition + vec2(-7.0, 0.0) / textureSize(textureName, 0);"
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"textureCoordinates[1] = sourcePosition + vec2(-6.0, 0.0) / textureSize(textureName, 0);"
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@@ -140,6 +142,9 @@ std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
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"textureCoordinates[13] = sourcePosition + vec2(6.0, 0.0) / textureSize(textureName, 0);"
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"textureCoordinates[14] = sourcePosition + vec2(7.0, 0.0) / textureSize(textureName, 0);"
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"chromaCoordinates[0] = sourcePosition + vec2(chromaOffset, 0.0);"
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"chromaCoordinates[1] = sourcePosition - vec2(chromaOffset, 0.0);"
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"eyePosition = eyePosition;";
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}
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@@ -235,8 +240,8 @@ void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
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}
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}
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std::unique_ptr<Shader> ScanTarget::input_shader(InputDataType input_data_type, DisplayType display_type) {
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std::string fragment_shader =
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std::unique_ptr<Shader> ScanTarget::composition_shader() {
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/* std::string fragment_shader =
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"#version 150\n"
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"out vec3 fragColour;"
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@@ -313,161 +318,203 @@ std::unique_ptr<Shader> ScanTarget::input_shader(InputDataType input_data_type,
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computed_display_type = DisplayType::RGB;
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fragment_shader += "fragColour = texture(textureName, textureCoordinate).rgb / vec3(255.0);";
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break;
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}
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}*/
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// If the input type is RGB but the output type isn't then
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// there'll definitely be an RGB to SVideo step.
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if(computed_display_type == DisplayType::RGB && display_type != DisplayType::RGB) {
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fragment_shader +=
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"vec3 composite_colour = rgbToLumaChroma * fragColour;"
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"vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));"
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"fragColour = vec3(composite_colour.r, 0.5 + dot(quadrature, composite_colour.gb)*0.5, 0.0);";
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}
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// if(computed_display_type == DisplayType::RGB && display_type != DisplayType::RGB) {
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// fragment_shader +=
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// "vec3 composite_colour = rgbToLumaChroma * fragColour;"
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// "vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));"
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// "fragColour = vec3(composite_colour.r, 0.5 + dot(quadrature, composite_colour.gb)*0.5, 0.0);";
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// }
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// If the output type is SVideo, throw in an attempt to separate the two chrominance
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// channels here.
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if(display_type == DisplayType::SVideo) {
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if(computed_display_type != DisplayType::RGB) {
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fragment_shader +=
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"vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));";
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}
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fragment_shader +=
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"vec2 chroma = (((fragColour.y - 0.5)*2.0) * quadrature)*0.5 + vec2(0.5);"
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"fragColour = vec3(fragColour.x, chroma);";
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}
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// if(display_type == DisplayType::SVideo) {
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// if(computed_display_type != DisplayType::RGB) {
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// fragment_shader +=
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// "vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));";
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// }
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// fragment_shader +=
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// "vec2 chroma = (((fragColour.y - 0.5)*2.0) * quadrature)*0.5 + vec2(0.5);"
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// "fragColour = vec3(fragColour.x, chroma);";
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// }
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// Add an SVideo to composite step if necessary.
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if(
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(display_type == DisplayType::CompositeMonochrome || display_type == DisplayType::CompositeColour) &&
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computed_display_type != DisplayType::CompositeMonochrome
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) {
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fragment_shader += "fragColour = vec3(mix(fragColour.r, 2.0*(fragColour.g - 0.5), 1.0 / oneOverCompositeAmplitude));";
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}
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// if(
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// (display_type == DisplayType::CompositeMonochrome || display_type == DisplayType::CompositeColour) &&
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// computed_display_type != DisplayType::CompositeMonochrome
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// ) {
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// fragment_shader += "fragColour = vec3(mix(fragColour.r, 2.0*(fragColour.g - 0.5), 1.0 / oneOverCompositeAmplitude));";
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// }
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const std::string fragment_shader =
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"#version 150\n"
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"in vec2 textureCoordinate;"
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"out vec4 fragColour;"
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"uniform sampler2D textureName;"
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"void main(void) {"
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"fragColour = vec4(1.0) - texture(textureName, textureCoordinate);"
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"}";
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return std::unique_ptr<Shader>(new Shader(
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glsl_globals(ShaderType::InputScan) + glsl_default_vertex_shader(ShaderType::InputScan),
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fragment_shader + "}",
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fragment_shader,
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attribute_bindings(ShaderType::InputScan)
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));
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}
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SignalProcessing::FIRFilter ScanTarget::colour_filter(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width, float low_cutoff, float high_cutoff) {
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const float cycles_per_expanded_line = (float(colour_cycle_numerator) / float(colour_cycle_denominator)) / (float(processing_width) / float(LineBufferWidth));
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return SignalProcessing::FIRFilter(15, float(LineBufferWidth), cycles_per_expanded_line * low_cutoff, cycles_per_expanded_line * high_cutoff);
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}
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std::unique_ptr<Shader> ScanTarget::svideo_to_rgb_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
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/*
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Composite to S-Video conversion is achieved by filtering the input signal to obtain luminance, and then subtracting that
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from the original to get chrominance.
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(Colour cycle numerator)/(Colour cycle denominator) gives the number of colour cycles in (processing_width / LineBufferWidth),
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there'll be at least four samples per colour clock and in practice at most just a shade more than 9.
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*/
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auto shader = std::unique_ptr<Shader>(new Shader(
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glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
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"#version 150\n"
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"in vec2 textureCoordinates[15];"
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"uniform vec4 chromaWeights[4];"
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"uniform vec4 lumaWeights[4];"
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"uniform sampler2D textureName;"
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"uniform mat3 lumaChromaToRGB;"
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"out vec3 fragColour;"
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"void main() {"
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"vec3 samples[15] = vec3[15]("
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"texture(textureName, textureCoordinates[0]).rgb,"
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"texture(textureName, textureCoordinates[1]).rgb,"
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"texture(textureName, textureCoordinates[2]).rgb,"
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"texture(textureName, textureCoordinates[3]).rgb,"
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"texture(textureName, textureCoordinates[4]).rgb,"
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"texture(textureName, textureCoordinates[5]).rgb,"
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"texture(textureName, textureCoordinates[6]).rgb,"
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"texture(textureName, textureCoordinates[7]).rgb,"
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"texture(textureName, textureCoordinates[8]).rgb,"
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"texture(textureName, textureCoordinates[9]).rgb,"
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"texture(textureName, textureCoordinates[10]).rgb,"
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"texture(textureName, textureCoordinates[11]).rgb,"
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"texture(textureName, textureCoordinates[12]).rgb,"
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"texture(textureName, textureCoordinates[13]).rgb,"
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"texture(textureName, textureCoordinates[14]).rgb"
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");"
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"vec4 samples0[4] = vec4[4]("
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"vec4(samples[0].r, samples[1].r, samples[2].r, samples[3].r),"
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"vec4(samples[4].r, samples[5].r, samples[6].r, samples[7].r),"
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"vec4(samples[8].r, samples[9].r, samples[10].r, samples[11].r),"
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"vec4(samples[12].r, samples[13].r, samples[14].r, 0.0)"
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");"
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"vec4 samples1[4] = vec4[4]("
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"vec4(samples[0].g, samples[1].g, samples[2].g, samples[3].g),"
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"vec4(samples[4].g, samples[5].g, samples[6].g, samples[7].g),"
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"vec4(samples[8].g, samples[9].g, samples[10].g, samples[11].g),"
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"vec4(samples[12].g, samples[13].g, samples[14].g, 0.0)"
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");"
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"vec4 samples2[4] = vec4[4]("
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"vec4(samples[0].b, samples[1].b, samples[2].b, samples[3].b),"
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"vec4(samples[4].b, samples[5].b, samples[6].b, samples[7].b),"
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"vec4(samples[8].b, samples[9].b, samples[10].b, samples[11].b),"
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"vec4(samples[12].b, samples[13].b, samples[14].b, 0.0)"
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");"
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"float channel0 = dot(lumaWeights[0], samples0[0]) + dot(lumaWeights[1], samples0[1]) + dot(lumaWeights[2], samples0[2]) + dot(lumaWeights[3], samples0[3]);"
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"float channel1 = dot(chromaWeights[0], samples1[0]) + dot(chromaWeights[1], samples1[1]) + dot(chromaWeights[2], samples1[2]) + dot(chromaWeights[3], samples1[3]);"
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"float channel2 = dot(chromaWeights[0], samples2[0]) + dot(chromaWeights[1], samples2[1]) + dot(chromaWeights[2], samples2[2]) + dot(chromaWeights[3], samples2[3]);"
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"vec2 chroma = vec2(channel1, channel2)*2.0 - vec2(1.0);"
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"fragColour = lumaChromaToRGB * vec3(channel0, chroma);"
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"}",
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attribute_bindings(ShaderType::ProcessedScan)
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));
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auto chroma_coefficients = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.25f).get_coefficients();
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chroma_coefficients.push_back(0.0f);
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shader->set_uniform("chromaWeights", 4, 4, chroma_coefficients.data());
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auto luma_coefficients = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.15f).get_coefficients();
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luma_coefficients.push_back(0.0f);
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shader->set_uniform("lumaWeights", 4, 4, luma_coefficients.data());
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shader->set_uniform("edgeExpansion", 0);
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return shader;
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}
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std::unique_ptr<Shader> ScanTarget::composite_to_svideo_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
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auto shader = std::unique_ptr<Shader>(new Shader(
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glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
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"#version 150\n"
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"in vec2 textureCoordinates[15];"
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"in float compositeAngle;"
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"in float oneOverCompositeAmplitude;"
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"uniform vec4 lumaWeights[4];"
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"uniform sampler2D textureName;"
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"out vec3 fragColour;"
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"void main() {"
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"vec4 samples[4] = vec4[4]("
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"vec4(texture(textureName, textureCoordinates[0]).r, texture(textureName, textureCoordinates[1]).r, texture(textureName, textureCoordinates[2]).r, texture(textureName, textureCoordinates[3]).r),"
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"vec4(texture(textureName, textureCoordinates[4]).r, texture(textureName, textureCoordinates[5]).r, texture(textureName, textureCoordinates[6]).r, texture(textureName, textureCoordinates[7]).r),"
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"vec4(texture(textureName, textureCoordinates[8]).r, texture(textureName, textureCoordinates[9]).r, texture(textureName, textureCoordinates[10]).r, texture(textureName, textureCoordinates[11]).r),"
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"vec4(texture(textureName, textureCoordinates[12]).r, texture(textureName, textureCoordinates[13]).r, texture(textureName, textureCoordinates[14]).r, 0.0)"
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");"
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"float luma = dot(lumaWeights[0], samples[0]) + dot(lumaWeights[1], samples[1]) + dot(lumaWeights[2], samples[2]) + dot(lumaWeights[3], samples[3]);"
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"vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));"
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"vec2 chroma = ((samples[1].a - luma) * oneOverCompositeAmplitude)*quadrature;"
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"fragColour = vec3(samples[1].a, chroma*0.5 + vec2(0.5));"
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"}",
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attribute_bindings(ShaderType::ProcessedScan)
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));
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auto luma_low = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.9f);
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auto luma_coefficients = luma_low.get_coefficients();
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luma_coefficients.push_back(0.0f);
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shader->set_uniform("lumaWeights", 4, 4, luma_coefficients.data());
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shader->set_uniform("edgeExpansion", 0);
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return shader;
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std::unique_ptr<Shader> ScanTarget::conversion_shader(InputDataType input_data_type, DisplayType display_type, int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
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return nullptr;
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}
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//
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//SignalProcessing::FIRFilter ScanTarget::colour_filter(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width, float low_cutoff, float high_cutoff) {
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// const float cycles_per_expanded_line = (float(colour_cycle_numerator) / float(colour_cycle_denominator)) / (float(processing_width) / float(LineBufferWidth));
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// return SignalProcessing::FIRFilter(15, float(LineBufferWidth), cycles_per_expanded_line * low_cutoff, cycles_per_expanded_line * high_cutoff);
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//}
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//
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//std::unique_ptr<Shader> ScanTarget::svideo_to_rgb_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
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// /*
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// Composite to S-Video conversion is achieved by filtering the input signal to obtain luminance, and then subtracting that
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// from the original to get chrominance.
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//
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// (Colour cycle numerator)/(Colour cycle denominator) gives the number of colour cycles in (processing_width / LineBufferWidth),
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// there'll be at least four samples per colour clock and in practice at most just a shade more than 9.
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// */
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// auto shader = std::unique_ptr<Shader>(new Shader(
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// glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
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// "#version 150\n"
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//
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// "in vec2 textureCoordinates[15];"
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// "in vec2 chromaCoordinates[2];"
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// "in float compositeAngle;"
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//
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//// "uniform vec4 chromaWeights[4];"
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//// "uniform vec4 lumaWeights[4];"
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// "uniform sampler2D textureName;"
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// "uniform mat3 lumaChromaToRGB;"
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//
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// "out vec3 fragColour;"
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// "void main() {"
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// "vec2 angles = vec2(compositeAngle - 1.570795827, compositeAngle + 1.570795827);"
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//
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// "vec2 sines = sin(angles) * vec2(0.5) + vec2(0.5);"
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// "vec2 coses = cos(angles);"
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// "float denominator = sines.y * coses.x - sines.x * coses.y;"
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//
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// "vec2 samples = vec2(texture(textureName, chromaCoordinates[0]).g, texture(textureName, chromaCoordinates[1]).g);"
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//
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// "float channel1 = (samples.x * sines.x - samples.y * sines.y) / denominator;"
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// "float channel2 = (samples.x * coses.x - samples.y * coses.y) / denominator;"
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//
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//// "fragColour = lumaChromaToRGB * vec3(texture(textureName, textureCoordinates[7]).r, channel1, channel2);"
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// "fragColour = vec3(sines.x + sines.y, 0.0, 0.0);"
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// //, 0.0);"
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//
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//// "fragColour = lumaChromaToRGB * vec3(texture(textureName, textureCoordinates[7]).g, 0.0, 0.0);"
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//// "fragColour = vec3(0.5);"
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///* "vec3 samples[15] = vec3[15]("
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// "texture(textureName, textureCoordinates[0]).rgb,"
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// "texture(textureName, textureCoordinates[1]).rgb,"
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// "texture(textureName, textureCoordinates[2]).rgb,"
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// "texture(textureName, textureCoordinates[3]).rgb,"
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// "texture(textureName, textureCoordinates[4]).rgb,"
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// "texture(textureName, textureCoordinates[5]).rgb,"
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// "texture(textureName, textureCoordinates[6]).rgb,"
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// "texture(textureName, textureCoordinates[7]).rgb,"
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// "texture(textureName, textureCoordinates[8]).rgb,"
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// "texture(textureName, textureCoordinates[9]).rgb,"
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// "texture(textureName, textureCoordinates[10]).rgb,"
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// "texture(textureName, textureCoordinates[11]).rgb,"
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// "texture(textureName, textureCoordinates[12]).rgb,"
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// "texture(textureName, textureCoordinates[13]).rgb,"
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// "texture(textureName, textureCoordinates[14]).rgb"
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// ");"
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// "vec4 samples0[4] = vec4[4]("
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// "vec4(samples[0].r, samples[1].r, samples[2].r, samples[3].r),"
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// "vec4(samples[4].r, samples[5].r, samples[6].r, samples[7].r),"
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// "vec4(samples[8].r, samples[9].r, samples[10].r, samples[11].r),"
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// "vec4(samples[12].r, samples[13].r, samples[14].r, 0.0)"
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// ");"
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// "vec4 samples1[4] = vec4[4]("
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// "vec4(samples[0].g, samples[1].g, samples[2].g, samples[3].g),"
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// "vec4(samples[4].g, samples[5].g, samples[6].g, samples[7].g),"
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// "vec4(samples[8].g, samples[9].g, samples[10].g, samples[11].g),"
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// "vec4(samples[12].g, samples[13].g, samples[14].g, 0.0)"
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// ");"
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// "vec4 samples2[4] = vec4[4]("
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// "vec4(samples[0].b, samples[1].b, samples[2].b, samples[3].b),"
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// "vec4(samples[4].b, samples[5].b, samples[6].b, samples[7].b),"
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// "vec4(samples[8].b, samples[9].b, samples[10].b, samples[11].b),"
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// "vec4(samples[12].b, samples[13].b, samples[14].b, 0.0)"
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// ");"
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// "float channel0 = dot(lumaWeights[0], samples0[0]) + dot(lumaWeights[1], samples0[1]) + dot(lumaWeights[2], samples0[2]) + dot(lumaWeights[3], samples0[3]);"
|
||||
// "float channel1 = dot(chromaWeights[0], samples1[0]) + dot(chromaWeights[1], samples1[1]) + dot(chromaWeights[2], samples1[2]) + dot(chromaWeights[3], samples1[3]);"
|
||||
// "float channel2 = dot(chromaWeights[0], samples2[0]) + dot(chromaWeights[1], samples2[1]) + dot(chromaWeights[2], samples2[2]) + dot(chromaWeights[3], samples2[3]);"
|
||||
// "vec2 chroma = vec2(channel1, channel2)*2.0 - vec2(1.0);"
|
||||
// "fragColour = lumaChromaToRGB * vec3(channel0, chroma);"*/
|
||||
// "}",
|
||||
// attribute_bindings(ShaderType::ProcessedScan)
|
||||
// ));
|
||||
//
|
||||
// const float cycles_per_expanded_line = (float(colour_cycle_numerator) / float(colour_cycle_denominator)) / (float(processing_width) / float(LineBufferWidth));
|
||||
// const float chroma_offset = 0.25f / cycles_per_expanded_line;
|
||||
// shader->set_uniform("chromaOffset", chroma_offset);
|
||||
//
|
||||
//// auto chroma_coefficients = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.25f).get_coefficients();
|
||||
//// chroma_coefficients.push_back(0.0f);
|
||||
//// shader->set_uniform("chromaWeights", 4, 4, chroma_coefficients.data());
|
||||
////
|
||||
//// auto luma_coefficients = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.15f).get_coefficients();
|
||||
//// luma_coefficients.push_back(0.0f);
|
||||
//// shader->set_uniform("lumaWeights", 4, 4, luma_coefficients.data());
|
||||
//
|
||||
// shader->set_uniform("edgeExpansion", 20);
|
||||
//
|
||||
// return shader;
|
||||
//}
|
||||
//
|
||||
//std::unique_ptr<Shader> ScanTarget::composite_to_svideo_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
|
||||
// auto shader = std::unique_ptr<Shader>(new Shader(
|
||||
// glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
|
||||
// "#version 150\n"
|
||||
//
|
||||
// "in vec2 textureCoordinates[15];"
|
||||
// "in float compositeAngle;"
|
||||
// "in float oneOverCompositeAmplitude;"
|
||||
//
|
||||
// "uniform vec4 lumaWeights[4];"
|
||||
// "uniform sampler2D textureName;"
|
||||
//
|
||||
// "out vec3 fragColour;"
|
||||
// "void main() {"
|
||||
// "vec4 samples[4] = vec4[4]("
|
||||
// "vec4(texture(textureName, textureCoordinates[0]).r, texture(textureName, textureCoordinates[1]).r, texture(textureName, textureCoordinates[2]).r, texture(textureName, textureCoordinates[3]).r),"
|
||||
// "vec4(texture(textureName, textureCoordinates[4]).r, texture(textureName, textureCoordinates[5]).r, texture(textureName, textureCoordinates[6]).r, texture(textureName, textureCoordinates[7]).r),"
|
||||
// "vec4(texture(textureName, textureCoordinates[8]).r, texture(textureName, textureCoordinates[9]).r, texture(textureName, textureCoordinates[10]).r, texture(textureName, textureCoordinates[11]).r),"
|
||||
// "vec4(texture(textureName, textureCoordinates[12]).r, texture(textureName, textureCoordinates[13]).r, texture(textureName, textureCoordinates[14]).r, 0.0)"
|
||||
// ");"
|
||||
// "float luma = dot(lumaWeights[0], samples[0]) + dot(lumaWeights[1], samples[1]) + dot(lumaWeights[2], samples[2]) + dot(lumaWeights[3], samples[3]);"
|
||||
// "vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));"
|
||||
// "vec2 chroma = ((samples[1].a - luma) * oneOverCompositeAmplitude)*quadrature;"
|
||||
// "fragColour = vec3(samples[1].a, chroma*0.5 + vec2(0.5));"
|
||||
// "}",
|
||||
// attribute_bindings(ShaderType::ProcessedScan)
|
||||
// ));
|
||||
//
|
||||
// auto luma_low = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.9f);
|
||||
// auto luma_coefficients = luma_low.get_coefficients();
|
||||
// luma_coefficients.push_back(0.0f);
|
||||
// shader->set_uniform("lumaWeights", 4, 4, luma_coefficients.data());
|
||||
//
|
||||
// shader->set_uniform("edgeExpansion", 10);
|
||||
//
|
||||
// return shader;
|
||||
//}
|
||||
//
|
||||
|
||||
Reference in New Issue
Block a user