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CLK/Outputs/OpenGL/ScanTargetGLSLFragments.cpp
Thomas Harte 2f491b5be1 Reintroduces fragment snapping for composite colour sampling.
Thereby uncovers some sort of slightly-off recording of scan lines. On the Apple II, individual scans reach the ScanTarget at a density of exactly 0.25 colour cycles per pixel. So that timing information propagates exactly. But the whole lines that are composed via ::announce end up trying to fit 0.250154 colour cycles per pixel. Which creates a phase error as the display progresses from left to right.

This will need to be resolved in order to be able to fix the Apple II's intended colour phase. But, also, it's probably what was wrong with the Oric. And, quite possibly, why the single-step shader didn't work.
2019-02-24 13:39:14 -05:00

658 lines
22 KiB
C++

//
// ScanTargetVertexArrayAttributs.cpp
// Clock Signal
//
// Created by Thomas Harte on 11/11/2018.
// Copyright © 2018 Thomas Harte. All rights reserved.
//
#include "ScanTarget.hpp"
#include <cmath>
using namespace Outputs::Display::OpenGL;
// MARK: - State setup for compiled shaders.
void Outputs::Display::OpenGL::ScanTarget::set_uniforms(ShaderType type, Shader &target) const {
// Slightly over-amping rowHeight here is a cheap way to make sure that lines
// converge even allowing for the fact that they may not be spaced by exactly
// the expected distance. Cf. the stencil-powered logic for making sure all
// pixels are painted only exactly once per field.
switch(type) {
case ShaderType::Composition: break;
default:
target.set_uniform("rowHeight", GLfloat(1.05f / modals_.expected_vertical_lines));
target.set_uniform("scale", GLfloat(modals_.output_scale.x), GLfloat(modals_.output_scale.y));
target.set_uniform("phaseOffset", GLfloat(modals_.input_data_tweaks.phase_linked_luminance_offset));
const float clocks_per_angle = float(modals_.cycles_per_line) * float(modals_.colour_cycle_denominator) / float(modals_.colour_cycle_numerator);
GLfloat texture_offsets[4];
GLfloat angles[4];
for(int c = 0; c < 4; ++c) {
GLfloat angle = (GLfloat(c) - 1.5f) / 4.0f;
texture_offsets[c] = angle * clocks_per_angle;
angles[c] = GLfloat(angle * 2.0f * M_PI);
}
target.set_uniform("textureCoordinateOffsets", 1, 4, texture_offsets);
target.set_uniform("compositeAngleOffsets", 4, 1, angles);
switch(modals_.composite_colour_space) {
case ColourSpace::YIQ: {
const GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f};
const GLfloat yiqToRGB[] = {1.0f, 1.0f, 1.0f, 0.956f, -0.272f, -1.106f, 0.621f, -0.647f, 1.703f};
target.set_uniform_matrix("lumaChromaToRGB", 3, false, yiqToRGB);
target.set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYIQ);
} break;
case ColourSpace::YUV: {
const GLfloat rgbToYUV[] = {0.299f, -0.14713f, 0.615f, 0.587f, -0.28886f, -0.51499f, 0.114f, 0.436f, -0.10001f};
const GLfloat yuvToRGB[] = {1.0f, 1.0f, 1.0f, 0.0f, -0.39465f, 2.03211f, 1.13983f, -0.58060f, 0.0f};
target.set_uniform_matrix("lumaChromaToRGB", 3, false, yuvToRGB);
target.set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYUV);
} break;
}
break;
}
}
void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
#define rt_offset_of(field, source) (reinterpret_cast<uint8_t *>(&source.field) - reinterpret_cast<uint8_t *>(&source))
// test_scan and test_line are here so that the byte offsets that need to be
// calculated inside a loop can be done so validly; offsetof requires constant arguments.
Scan test_scan;
Line test_line;
switch(type) {
case ShaderType::Composition:
for(int c = 0; c < 2; ++c) {
const std::string prefix = c ? "end" : "start";
target.enable_vertex_attribute_with_pointer(
prefix + "DataX",
1, GL_UNSIGNED_SHORT, GL_FALSE,
sizeof(Scan),
reinterpret_cast<void *>(rt_offset_of(scan.end_points[c].data_offset, test_scan)),
1);
target.enable_vertex_attribute_with_pointer(
prefix + "Clock",
1, GL_UNSIGNED_SHORT, GL_FALSE,
sizeof(Scan),
reinterpret_cast<void *>(rt_offset_of(scan.end_points[c].cycles_since_end_of_horizontal_retrace, test_scan)),
1);
}
target.enable_vertex_attribute_with_pointer(
"dataY",
1, GL_UNSIGNED_SHORT, GL_FALSE,
sizeof(Scan),
reinterpret_cast<void *>(offsetof(Scan, data_y)),
1);
target.enable_vertex_attribute_with_pointer(
"lineY",
1, GL_UNSIGNED_SHORT, GL_FALSE,
sizeof(Scan),
reinterpret_cast<void *>(offsetof(Scan, line)),
1);
break;
default:
for(int c = 0; c < 2; ++c) {
const std::string prefix = c ? "end" : "start";
if(type == ShaderType::Conversion) {
target.enable_vertex_attribute_with_pointer(
prefix + "Point",
2, GL_UNSIGNED_SHORT, GL_FALSE,
sizeof(Line),
reinterpret_cast<void *>(rt_offset_of(end_points[c].x, test_line)),
1);
}
target.enable_vertex_attribute_with_pointer(
prefix + "Clock",
1, GL_UNSIGNED_SHORT, GL_FALSE,
sizeof(Line),
reinterpret_cast<void *>(rt_offset_of(end_points[c].cycles_since_end_of_horizontal_retrace, test_line)),
1);
target.enable_vertex_attribute_with_pointer(
prefix + "CompositeAngle",
1, GL_SHORT, GL_FALSE,
sizeof(Line),
reinterpret_cast<void *>(rt_offset_of(end_points[c].composite_angle, test_line)),
1);
}
target.enable_vertex_attribute_with_pointer(
"lineY",
1, GL_UNSIGNED_SHORT, GL_FALSE,
sizeof(Line),
reinterpret_cast<void *>(offsetof(Line, line)),
1);
target.enable_vertex_attribute_with_pointer(
"lineCompositeAmplitude",
1, GL_UNSIGNED_BYTE, GL_FALSE,
sizeof(Line),
reinterpret_cast<void *>(offsetof(Line, composite_amplitude)),
1);
break;
}
#undef rt_offset_of
}
std::vector<std::string> ScanTarget::bindings(ShaderType type) const {
switch(type) {
case ShaderType::Composition: return {
"startDataX",
"startClock",
"endDataX",
"endClock",
"dataY",
"lineY"
};
default: return {
"startPoint",
"endPoint",
"startClock",
"endClock",
"lineY",
"lineCompositeAmplitude",
"startCompositeAngle",
"endCompositeAngle"
};
}
}
// MARK: - Shader code.
std::string ScanTarget::sampling_function() const {
std::string fragment_shader;
if(modals_.display_type == DisplayType::SVideo) {
fragment_shader +=
"vec2 svideo_sample(vec2 coordinate, float angle) {";
} else {
fragment_shader +=
"float composite_sample(vec2 coordinate, float angle) {";
}
const bool is_svideo = modals_.display_type == DisplayType::SVideo;
switch(modals_.input_data_type) {
case InputDataType::Luminance1:
case InputDataType::Luminance8:
// Easy, just copy across.
fragment_shader +=
is_svideo ?
"return vec2(textureLod(textureName, coordinate, 0).r, 0.0);" :
"return textureLod(textureName, coordinate, 0).r;";
break;
case InputDataType::PhaseLinkedLuminance8:
fragment_shader +=
"uint iPhase = uint(step(sign(angle), 0.0) * 3) ^ uint(abs(angle * 2.0 / 3.141592654) ) & 3u;";
fragment_shader +=
is_svideo ?
"return vec2(textureLod(textureName, coordinate, 0)[iPhase], 0.0);" :
"return textureLod(textureName, coordinate, 0)[iPhase];";
break;
case InputDataType::Luminance8Phase8:
fragment_shader +=
"vec2 yc = textureLod(textureName, coordinate, 0).rg;"
"float phaseOffset = 3.141592654 * 2.0 * 2.0 * yc.y;"
"float rawChroma = step(yc.y, 0.75) * cos(angle + phaseOffset);";
fragment_shader +=
is_svideo ?
"return vec2(yc.x, rawChroma);" :
"return mix(yc.x, rawChroma, compositeAmplitude);";
break;
case InputDataType::Red1Green1Blue1:
case InputDataType::Red2Green2Blue2:
case InputDataType::Red4Green4Blue4:
case InputDataType::Red8Green8Blue8:
fragment_shader +=
"vec3 colour = rgbToLumaChroma * textureLod(textureName, coordinate, 0).rgb;"
"vec2 quadrature = vec2(cos(angle), sin(angle));";
fragment_shader +=
is_svideo ?
"return vec2(colour.r, dot(quadrature, colour.gb));" :
"return mix(colour.r, dot(quadrature, colour.gb), compositeAmplitude);";
break;
}
fragment_shader += "}";
return fragment_shader;
}
std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
// Compose a vertex shader. If the display type is RGB, generate just the proper
// geometry position, plus a solitary textureCoordinate.
//
// If the display type is anything other than RGB, also produce composite
// angle and 1/composite amplitude as outputs.
//
// If the display type is composite colour, generate four textureCoordinates,
// spanning a range of -135, -45, +45, +135 degrees.
//
// If the display type is S-Video, generate three textureCoordinates, at
// -45, 0, +45.
std::string vertex_shader =
"#version 150\n"
"uniform vec2 scale;"
"uniform float rowHeight;"
"in vec2 startPoint;"
"in vec2 endPoint;"
"in float startClock;"
"in float startCompositeAngle;"
"in float endClock;"
"in float endCompositeAngle;"
"in float lineY;"
"in float lineCompositeAmplitude;"
"uniform sampler2D textureName;"
"uniform sampler2D qamTextureName;"
"uniform vec2 origin;"
"uniform vec2 size;";
std::string fragment_shader =
"#version 150\n"
"uniform sampler2D textureName;"
"uniform sampler2D qamTextureName;"
"out vec4 fragColour;";
if(modals_.display_type != DisplayType::RGB) {
vertex_shader +=
"out float compositeAngle;"
"out float compositeAmplitude;"
"out float oneOverCompositeAmplitude;"
"uniform float textureCoordinateOffsets[4];"
"uniform float angleOffsets[4];";
fragment_shader +=
"in float compositeAngle;"
"in float compositeAmplitude;"
"in float oneOverCompositeAmplitude;"
"uniform vec4 compositeAngleOffsets;";
}
switch(modals_.display_type){
case DisplayType::RGB:
case DisplayType::CompositeMonochrome:
vertex_shader += "out vec2 textureCoordinate;";
fragment_shader += "in vec2 textureCoordinate;";
break;
case DisplayType::SVideo:
vertex_shader +=
"out vec2 textureCoordinate;"
"out vec2 qamTextureCoordinates[4];";
fragment_shader +=
"in vec2 textureCoordinate;"
"in vec2 qamTextureCoordinates[4];";
break;
case DisplayType::CompositeColour:
vertex_shader +=
"out vec2 textureCoordinates[4];"
"out vec2 qamTextureCoordinates[4];";
fragment_shader +=
"in vec2 textureCoordinates[4];"
"in vec2 qamTextureCoordinates[4];";
break;
}
// Add the code to generate a proper output position; this applies to all display types.
vertex_shader +=
"void main(void) {"
"float lateral = float(gl_VertexID & 1);"
"float longitudinal = float((gl_VertexID & 2) >> 1);"
"vec2 centrePoint = mix(startPoint, vec2(endPoint.x, startPoint.y), lateral) / scale;"
"vec2 height = normalize(vec2(endPoint.x, startPoint.y) - startPoint).yx * (longitudinal - 0.5) * rowHeight;"
"vec2 eyePosition = vec2(-1.0, 1.0) + vec2(2.0, -2.0) * (((centrePoint + height) - origin) / size);"
"gl_Position = vec4(eyePosition, 0.0, 1.0);";
// For everything other than RGB, calculate the two composite outputs.
if(modals_.display_type != DisplayType::RGB) {
vertex_shader +=
"compositeAngle = (mix(startCompositeAngle, endCompositeAngle, lateral) / 32.0) * 3.141592654;"
"compositeAmplitude = lineCompositeAmplitude / 255.0;"
"oneOverCompositeAmplitude = mix(0.0, 255.0 / lineCompositeAmplitude, step(0.01, lineCompositeAmplitude));";
}
// For RGB and monochrome composite, generate the single texture coordinate; otherwise generate either three
// or four depending on the type of decoding to apply.
switch(modals_.display_type) {
case DisplayType::RGB:
case DisplayType::CompositeMonochrome:
case DisplayType::SVideo:
vertex_shader +=
"textureCoordinate = vec2(mix(startClock, endClock, lateral), lineY + 0.5) / textureSize(textureName, 0);";
break;
case DisplayType::CompositeColour:
vertex_shader +=
"float centreClock = mix(startClock, endClock, lateral);"
"textureCoordinates[0] = vec2(centreClock + textureCoordinateOffsets[0], lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[1] = vec2(centreClock + textureCoordinateOffsets[1], lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[2] = vec2(centreClock + textureCoordinateOffsets[2], lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[3] = vec2(centreClock + textureCoordinateOffsets[3], lineY + 0.5) / textureSize(textureName, 0);";
break;
}
if((modals_.display_type == DisplayType::SVideo) || (modals_.display_type == DisplayType::CompositeColour)) {
vertex_shader +=
"float centreCompositeAngle = abs(mix(startCompositeAngle, endCompositeAngle, lateral)) * 4.0 / 64.0;"
"centreCompositeAngle = floor(centreCompositeAngle);"
"qamTextureCoordinates[0] = vec2(centreCompositeAngle - 1.5, lineY + 0.5) / textureSize(textureName, 0);"
"qamTextureCoordinates[1] = vec2(centreCompositeAngle - 0.5, lineY + 0.5) / textureSize(textureName, 0);"
"qamTextureCoordinates[2] = vec2(centreCompositeAngle + 0.5, lineY + 0.5) / textureSize(textureName, 0);"
"qamTextureCoordinates[3] = vec2(centreCompositeAngle + 1.5, lineY + 0.5) / textureSize(textureName, 0);";
}
vertex_shader += "}";
// Compose a fragment shader.
if(modals_.display_type != DisplayType::RGB) {
fragment_shader +=
"uniform mat3 lumaChromaToRGB;"
"uniform mat3 rgbToLumaChroma;";
fragment_shader += sampling_function();
}
fragment_shader +=
"void main(void) {"
"vec3 fragColour3;";
switch(modals_.display_type) {
case DisplayType::RGB:
fragment_shader += "fragColour3 = textureLod(textureName, textureCoordinate, 0).rgb;";
break;
case DisplayType::SVideo:
fragment_shader +=
// Sample the S-Video stream once, to obtain luminance.
"vec2 sample = svideo_sample(textureCoordinate, compositeAngle);"
// Split and average chrominance.
"vec2 chrominances[4] = vec2[4]("
"textureLod(qamTextureName, qamTextureCoordinates[0], 0).gb,"
"textureLod(qamTextureName, qamTextureCoordinates[1], 0).gb,"
"textureLod(qamTextureName, qamTextureCoordinates[2], 0).gb,"
"textureLod(qamTextureName, qamTextureCoordinates[3], 0).gb"
");"
"vec2 channels = (chrominances[0] + chrominances[1] + chrominances[2] + chrominances[3])*0.5 - vec2(1.0);"
// Apply a colour space conversion to get RGB.
"fragColour3 = lumaChromaToRGB * vec3(sample.r, channels);";
break;
case DisplayType::CompositeColour:
fragment_shader +=
"vec4 angles = compositeAngle + compositeAngleOffsets;"
// Sample four times over, at proper angle offsets.
"vec4 samples = vec4("
"composite_sample(textureCoordinates[0], angles.x),"
"composite_sample(textureCoordinates[1], angles.y),"
"composite_sample(textureCoordinates[2], angles.z),"
"composite_sample(textureCoordinates[3], angles.w)"
");"
// Compute a luminance for use if there's no colour information, now, before
// modifying samples.
"float mono_luminance = dot(samples, vec4(0.15, 0.35, 0.35, 0.15));" // TODO: figure out proper coefficients.
// Take the average to calculate luminance, then subtract that from all four samples to
// give chrominance.
"float luminance = dot(samples, vec4(0.25));"
// Split and average chrominance.
"vec2 chrominances[4] = vec2[4]("
"textureLod(qamTextureName, qamTextureCoordinates[0], 0).gb,"
"textureLod(qamTextureName, qamTextureCoordinates[1], 0).gb,"
"textureLod(qamTextureName, qamTextureCoordinates[2], 0).gb,"
"textureLod(qamTextureName, qamTextureCoordinates[3], 0).gb"
");"
"vec2 channels = (chrominances[0] + chrominances[1] + chrominances[2] + chrominances[3])*0.5 - vec2(1.0);"
// Apply a colour space conversion to get RGB.
"fragColour3 = mix("
"lumaChromaToRGB * vec3(luminance / (1.0 - compositeAmplitude), channels),"
"vec3(mono_luminance),"
"step(oneOverCompositeAmplitude, 0.01)"
");";
break;
case DisplayType::CompositeMonochrome:
fragment_shader += "fragColour3 = vec3(composite_sample(textureCoordinate, compositeAngle));";
break;
}
// Apply a brightness adjustment if requested.
if(fabs(modals_.brightness - 1.0f) > 0.05f) {
fragment_shader += "fragColour3 = fragColour3 * " + std::to_string(modals_.brightness) + ";";
}
// Apply a gamma correction if required.
if(fabs(output_gamma_ - modals_.intended_gamma) > 0.05f) {
const float gamma_ratio = output_gamma_ / modals_.intended_gamma;
fragment_shader += "fragColour3 = pow(fragColour3, vec3(" + std::to_string(gamma_ratio) + "));";
}
fragment_shader +=
"fragColour = vec4(fragColour3, 0.64);"
"}";
return std::unique_ptr<Shader>(new Shader(
vertex_shader,
fragment_shader,
bindings(ShaderType::Conversion)
));
}
std::unique_ptr<Shader> ScanTarget::composition_shader() const {
const std::string vertex_shader =
"#version 150\n"
"in float startDataX;"
"in float startClock;"
"in float endDataX;"
"in float endClock;"
"in float dataY;"
"in float lineY;"
"out vec2 textureCoordinate;"
"uniform usampler2D textureName;"
"void main(void) {"
"float lateral = float(gl_VertexID & 1);"
"float longitudinal = float((gl_VertexID & 2) >> 1);"
"textureCoordinate = vec2(mix(startDataX, endDataX, lateral), dataY + 0.5) / textureSize(textureName, 0);"
"vec2 eyePosition = vec2(mix(startClock, endClock, lateral), lineY + longitudinal) / vec2(2048.0, 2048.0);"
"gl_Position = vec4(eyePosition*2.0 - vec2(1.0), 0.0, 1.0);"
"}";
std::string fragment_shader =
"#version 150\n"
"out vec4 fragColour;"
"in vec2 textureCoordinate;"
"uniform usampler2D textureName;"
"void main(void) {";
switch(modals_.input_data_type) {
case InputDataType::Luminance1:
fragment_shader += "fragColour = textureLod(textureName, textureCoordinate, 0).rrrr;";
break;
case InputDataType::Luminance8:
fragment_shader += "fragColour = textureLod(textureName, textureCoordinate, 0).rrrr / vec4(255.0);";
break;
case InputDataType::PhaseLinkedLuminance8:
case InputDataType::Luminance8Phase8:
case InputDataType::Red8Green8Blue8:
fragment_shader += "fragColour = textureLod(textureName, textureCoordinate, 0) / vec4(255.0);";
break;
case InputDataType::Red1Green1Blue1:
fragment_shader += "fragColour = vec4(textureLod(textureName, textureCoordinate, 0).rrr & uvec3(4u, 2u, 1u), 1.0);";
break;
case InputDataType::Red2Green2Blue2:
fragment_shader +=
"uint textureValue = textureLod(textureName, textureCoordinate, 0).r;"
"fragColour = vec4(float((textureValue >> 4) & 3u), float((textureValue >> 2) & 3u), float(textureValue & 3u), 3.0) / 3.0;";
break;
case InputDataType::Red4Green4Blue4:
fragment_shader +=
"uvec2 textureValue = textureLod(textureName, textureCoordinate, 0).rg;"
"fragColour = vec4(float(textureValue.r) / 15.0, float(textureValue.g & 240u) / 240.0, float(textureValue.g & 15u) / 15.0, 1.0);";
break;
}
return std::unique_ptr<Shader>(new Shader(
vertex_shader,
fragment_shader + "}",
bindings(ShaderType::Composition)
));
}
std::unique_ptr<Shader> ScanTarget::qam_separation_shader() const {
const bool is_svideo = modals_.display_type == DisplayType::SVideo;
// Sets up texture coordinates to run between startClock and endClock, mapping to
// coordinates that correlate with four times the absolute value of the composite angle.
std::string vertex_shader =
"#version 150\n"
"in float startClock;"
"in float startCompositeAngle;"
"in float endClock;"
"in float endCompositeAngle;"
"in float lineY;"
"in float lineCompositeAmplitude;"
"uniform sampler2D textureName;"
"uniform float textureCoordinateOffsets[4];"
"out float compositeAngle;"
"out float compositeAmplitude;"
"out float oneOverCompositeAmplitude;";
std::string fragment_shader =
"#version 150\n"
"uniform sampler2D textureName;"
"uniform mat3 rgbToLumaChroma;"
"in float compositeAngle;"
"in float compositeAmplitude;"
"in float oneOverCompositeAmplitude;"
"out vec4 fragColour;"
"uniform vec4 compositeAngleOffsets;";
if(is_svideo) {
vertex_shader += "out vec2 textureCoordinate;";
fragment_shader += "in vec2 textureCoordinate;";
} else {
vertex_shader += "out vec2 textureCoordinates[4];";
fragment_shader += "in vec2 textureCoordinates[4];";
}
vertex_shader +=
"void main(void) {"
"float lateral = float(gl_VertexID & 1);"
"float longitudinal = float((gl_VertexID & 2) >> 1);"
"float centreClock = mix(startClock, endClock, lateral);"
"compositeAngle = mix(startCompositeAngle, endCompositeAngle, lateral) / 64.0;"
"float snappedCompositeAngle = floor(abs(compositeAngle) * 4.0);"
"vec2 eyePosition = vec2(snappedCompositeAngle, lineY + longitudinal) / vec2(2048.0, 2048.0);"
"gl_Position = vec4(eyePosition*2.0 - vec2(1.0), 0.0, 1.0);"
"compositeAngle = compositeAngle * 2.0 * 3.141592654;"
"compositeAmplitude = lineCompositeAmplitude / 255.0;"
"oneOverCompositeAmplitude = mix(0.0, 255.0 / lineCompositeAmplitude, step(0.01, lineCompositeAmplitude));";
if(is_svideo) {
vertex_shader +=
"textureCoordinate = vec2(centreClock, lineY + 0.5) / textureSize(textureName, 0);";
} else {
vertex_shader +=
"textureCoordinates[0] = vec2(centreClock + textureCoordinateOffsets[0], lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[1] = vec2(centreClock + textureCoordinateOffsets[1], lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[2] = vec2(centreClock + textureCoordinateOffsets[2], lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[3] = vec2(centreClock + textureCoordinateOffsets[3], lineY + 0.5) / textureSize(textureName, 0);";
}
vertex_shader += "}";
fragment_shader +=
sampling_function() +
"void main(void) {";
if(modals_.display_type == DisplayType::SVideo) {
fragment_shader +=
"fragColour = vec4(svideo_sample(textureCoordinate, compositeAngle).rgg * vec3(1.0, cos(compositeAngle), sin(compositeAngle)), 1.0);";
} else {
fragment_shader +=
"vec4 angles = compositeAngle + compositeAngleOffsets;"
// Sample four times over, at proper angle offsets.
"vec4 samples = vec4("
"composite_sample(textureCoordinates[0], angles.x),"
"composite_sample(textureCoordinates[1], angles.y),"
"composite_sample(textureCoordinates[2], angles.z),"
"composite_sample(textureCoordinates[3], angles.w)"
");"
// Take the average to calculate luminance, then subtract that from all four samples to
// give chrominance.
"float luminance = dot(samples, vec4(0.25));"
"float chrominance = (dot(samples.yz, vec2(0.5)) - luminance) * oneOverCompositeAmplitude;"
// Pack that all up and send it on its way.
"fragColour = vec4(luminance, vec2(cos(compositeAngle), sin(compositeAngle)) * chrominance, 1.0);";
};
fragment_shader +=
"fragColour = fragColour*0.5 + vec4(0.5);"
"}";
return std::unique_ptr<Shader>(new Shader(
vertex_shader,
fragment_shader,
bindings(ShaderType::QAMSeparation)
));
}