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15296e43a4
So: I think this is really close, but I'm out of time for the day.
443 lines
16 KiB
Metal
443 lines
16 KiB
Metal
//
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// ScanTarget.metal
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// Clock Signal
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//
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// Created by Thomas Harte on 04/08/2020.
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// Copyright © 2020 Thomas Harte. All rights reserved.
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//
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#include <metal_stdlib>
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using namespace metal;
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// TODO: I'm being very loose, so far, in use of alpha. Sometimes it's 0.64, somtimes its 1.0.
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// Apply some rigour, for crying out loud.
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struct Uniforms {
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// This is used to scale scan positions, i.e. it provides the range
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// for mapping from scan-style integer positions into eye space.
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int2 scale;
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// This provides the intended height of a scan, in eye-coordinate terms.
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float lineWidth;
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// Provides a scaling factor in order to preserve 4:3 central content.
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float aspectRatioMultiplier;
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// Provides conversions to and from RGB for the active colour space.
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float3x3 toRGB;
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float3x3 fromRGB;
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// Provides zoom and offset to scale the source data.
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float zoom;
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float2 offset;
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// Describes the FIR filter in use; it'll be 15 coefficients but they're
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// symmetrical around the centre.
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float3 firCoefficients[8];
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// Maps from pixel offsets into the composition buffer to angular difference.
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float radiansPerPixel;
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// Applies a multiplication to all cyclesSinceRetrace values.
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float cycleMultiplier;
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};
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namespace {
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constexpr sampler standardSampler( coord::pixel,
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address::clamp_to_edge, // Although arbitrary, stick with this address mode for compatibility all the way to MTLFeatureSet_iOS_GPUFamily1_v1.
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filter::nearest);
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constexpr sampler linearSampler( coord::pixel,
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address::clamp_to_edge, // Although arbitrary, stick with this address mode for compatibility all the way to MTLFeatureSet_iOS_GPUFamily1_v1.
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filter::linear);
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}
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// MARK: - Structs used for receiving data from the emulation.
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// This is intended to match the net effect of `Scan` as defined by the BufferingScanTarget.
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struct Scan {
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struct EndPoint {
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uint16_t position[2];
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uint16_t dataOffset;
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int16_t compositeAngle;
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uint16_t cyclesSinceRetrace;
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} endPoints[2];
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uint8_t compositeAmplitude;
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uint16_t dataY;
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uint16_t line;
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};
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// This matches the BufferingScanTarget's `Line`.
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struct Line {
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struct EndPoint {
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uint16_t position[2];
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int16_t compositeAngle;
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uint16_t cyclesSinceRetrace;
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} endPoints[2];
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uint8_t compositeAmplitude;
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uint16_t line;
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};
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// MARK: - Intermediate structs.
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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 colourAmplitude [[flat]];
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};
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// MARK: - Vertex shaders.
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float2 textureLocation(constant Line *line, float offset, constant Uniforms &uniforms) {
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return float2(
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uniforms.cycleMultiplier * mix(line->endPoints[0].cyclesSinceRetrace, line->endPoints[1].cyclesSinceRetrace, offset),
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line->line + 0.5f);
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}
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float2 textureLocation(constant Scan *scan, float offset, constant Uniforms &) {
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return float2(
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mix(scan->endPoints[0].dataOffset, scan->endPoints[1].dataOffset, offset),
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scan->dataY + 0.5f);
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}
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template <typename Input> SourceInterpolator toDisplay(
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constant Uniforms &uniforms [[buffer(1)]],
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constant Input *inputs [[buffer(0)]],
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uint instanceID [[instance_id]],
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uint vertexID [[vertex_id]]) {
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SourceInterpolator output;
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// Get start and end vertices in regular float2 form.
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const float2 start = float2(
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float(inputs[instanceID].endPoints[0].position[0]) / float(uniforms.scale.x),
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float(inputs[instanceID].endPoints[0].position[1]) / float(uniforms.scale.y)
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);
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const float2 end = float2(
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float(inputs[instanceID].endPoints[1].position[0]) / float(uniforms.scale.x),
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float(inputs[instanceID].endPoints[1].position[1]) / float(uniforms.scale.y)
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);
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// Calculate the tangent and normal.
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const float2 tangent = (end - start);
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const float2 normal = float2(tangent.y, -tangent.x) / length(tangent);
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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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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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// Hence determine this quad's real shape, using vertexID to pick a corner.
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// position2d is now in the range [0, 1].
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float2 position2d = start + (float(vertexID&2) * 0.5f) * tangent + (float(vertexID&1) - 0.5f) * normal * uniforms.lineWidth;
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// Apply the requested offset and zoom, to map the desired area to the range [0, 1].
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position2d = (position2d + uniforms.offset) * uniforms.zoom;
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// Remap from [0, 1] to Metal's [-1, 1] and then apply the aspect ratio correction.
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position2d = (position2d * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f)) * float2(uniforms.aspectRatioMultiplier, 1.0f);
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output.position = float4(
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position2d,
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0.0f,
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1.0f
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);
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output.textureCoordinates = textureLocation(&inputs[instanceID], float((vertexID&2) >> 1), uniforms);
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return output;
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}
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// These next two assume the incoming geometry to be a four-vertex triangle strip; each instance will therefore
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// produce a quad.
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vertex SourceInterpolator scanToDisplay( constant Uniforms &uniforms [[buffer(1)]],
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constant Scan *scans [[buffer(0)]],
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uint instanceID [[instance_id]],
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uint vertexID [[vertex_id]]) {
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return toDisplay(uniforms, scans, instanceID, vertexID);
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}
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vertex SourceInterpolator lineToDisplay( constant Uniforms &uniforms [[buffer(1)]],
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constant Line *lines [[buffer(0)]],
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uint instanceID [[instance_id]],
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uint vertexID [[vertex_id]]) {
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return toDisplay(uniforms, lines, instanceID, vertexID);
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}
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// This assumes that it needs to generate endpoints for a line segment.
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vertex SourceInterpolator scanToComposition( constant Uniforms &uniforms [[buffer(1)]],
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constant Scan *scans [[buffer(0)]],
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uint instanceID [[instance_id]],
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uint vertexID [[vertex_id]],
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texture2d<float> texture [[texture(0)]]) {
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SourceInterpolator result;
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// Populate result as if direct texture access were available.
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result.position.x = uniforms.cycleMultiplier * mix(scans[instanceID].endPoints[0].cyclesSinceRetrace, scans[instanceID].endPoints[1].cyclesSinceRetrace, float(vertexID));
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result.position.y = scans[instanceID].line;
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result.position.zw = float2(0.0f, 1.0f);
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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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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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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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const float2 textureSize = float2(texture.get_width(), texture.get_height());
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result.position.xy =
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((result.position.xy + float2(0.0f, 0.5f)) / textureSize)
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* float2(2.0f, -2.0f) + float2(-1.0f, 1.0f);
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return result;
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}
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// MARK: - Various input format conversion samplers.
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float2 quadrature(float phase) {
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return float2(cos(phase), sin(phase));
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}
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// There's only one meaningful way to sample the luminance formats.
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fragment float4 sampleLuminance1(SourceInterpolator vert [[stage_in]], texture2d<ushort> texture [[texture(0)]]) {
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return float4(float3(texture.sample(standardSampler, vert.textureCoordinates).r), 1.0);
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}
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fragment float4 sampleLuminance8(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
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return float4(float3(texture.sample(standardSampler, vert.textureCoordinates).r), 1.0);
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}
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fragment float4 samplePhaseLinkedLuminance8(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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auto sample = texture.sample(standardSampler, vert.textureCoordinates);
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return float4(float3(sample[offset]), 1.0);
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}
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// The luminance/phase format can produce either composite or S-Video.
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/// @returns A 2d vector comprised where .x = luminance; .y = chroma.
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float2 convertLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
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const auto luminancePhase = texture.sample(standardSampler, vert.textureCoordinates).rg;
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const float phaseOffset = 3.141592654 * 4.0 * luminancePhase.g;
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const float rawChroma = step(luminancePhase.g, 0.75) * cos(vert.colourPhase + phaseOffset);
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return float2(luminancePhase.r, rawChroma);
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}
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fragment float4 sampleLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
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const float2 luminanceChroma = convertLuminance8Phase8(vert, texture);
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const float2 qam = quadrature(vert.colourPhase) * 0.5f;
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return float4(luminanceChroma.r,
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float2(0.5f) + luminanceChroma.g*qam,
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1.0);
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}
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fragment float4 compositeSampleLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
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const float2 luminanceChroma = convertLuminance8Phase8(vert, texture);
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const float level = mix(luminanceChroma.r, luminanceChroma.g, vert.colourAmplitude);
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return float4(
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level,
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0.5 + 0.5*level*cos(vert.colourPhase),
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0.5 + 0.5*level*sin(vert.colourPhase),
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1.0
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);
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}
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// All the RGB formats can produce RGB, composite or S-Video.
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//
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// Note on the below: in Metal you may not call a fragment function (so e.g. svideoSampleX can't just cann sampleX).
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// Also I can find no functioning way to offer a templated fragment function. So I don't currently know how
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// I could avoid the macro mess below.
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// TODO: is the calling convention here causing `vert` and `texture` to be copied?
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float3 convertRed8Green8Blue8(SourceInterpolator vert, texture2d<float> texture) {
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return float3(texture.sample(standardSampler, vert.textureCoordinates));
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}
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float3 convertRed4Green4Blue4(SourceInterpolator vert, texture2d<ushort> texture) {
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const auto sample = texture.sample(standardSampler, vert.textureCoordinates).rg;
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return float3(sample.r&15, (sample.g >> 4)&15, sample.g&15);
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}
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float3 convertRed2Green2Blue2(SourceInterpolator vert, texture2d<ushort> texture) {
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const auto sample = texture.sample(standardSampler, vert.textureCoordinates).r;
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return float3((sample >> 4)&3, (sample >> 2)&3, sample&3);
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}
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float3 convertRed1Green1Blue1(SourceInterpolator vert, texture2d<ushort> texture) {
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const auto sample = texture.sample(standardSampler, vert.textureCoordinates).r;
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return float3(sample&4, sample&2, sample&1);
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}
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// TODO: don't hard code the 0.64 in sample##name.
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#define DeclareShaders(name, pixelType) \
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fragment float4 sample##name(SourceInterpolator vert [[stage_in]], texture2d<pixelType> texture [[texture(0)]]) { \
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return float4(convert##name(vert, texture), 0.64); \
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} \
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\
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fragment float4 svideoSample##name(SourceInterpolator vert [[stage_in]], texture2d<pixelType> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \
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const auto colour = uniforms.fromRGB * convert##name(vert, texture); \
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const float2 qam = quadrature(vert.colourPhase); \
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const float chroma = dot(colour.gb, qam); \
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return float4( \
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colour.r, \
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float2(0.5f) + chroma*qam*0.5f, \
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1.0f \
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); \
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} \
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\
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fragment float4 compositeSample##name(SourceInterpolator vert [[stage_in]], texture2d<pixelType> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \
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const auto colour = uniforms.fromRGB * convert##name(vert, texture); \
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const float2 colourSubcarrier = quadrature(vert.colourPhase); \
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const float level = mix(colour.r, dot(colour.gb, colourSubcarrier), vert.colourAmplitude); \
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return float4( \
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level, \
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float2(0.5f) + quadrature(vert.colourPhase)*0.5f, \
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vert.colourPhase \
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); \
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}
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DeclareShaders(Red8Green8Blue8, float)
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DeclareShaders(Red4Green4Blue4, ushort)
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DeclareShaders(Red2Green2Blue2, ushort)
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DeclareShaders(Red1Green1Blue1, ushort)
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// MARK: - Shaders for copying from a same-sized texture to an MTKView's frame buffer.
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struct CopyInterpolator {
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float4 position [[position]];
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float2 textureCoordinates;
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};
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vertex CopyInterpolator copyVertex(uint vertexID [[vertex_id]], texture2d<float> texture [[texture(0)]]) {
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CopyInterpolator vert;
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const uint x = vertexID & 1;
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const uint y = (vertexID >> 1) & 1;
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vert.textureCoordinates = float2(
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x * texture.get_width(),
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y * texture.get_height()
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);
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vert.position = float4(
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float(x) * 2.0 - 1.0,
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1.0 - float(y) * 2.0,
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0.0,
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1.0
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);
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return vert;
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}
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fragment float4 copyFragment(CopyInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
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return texture.sample(standardSampler, vert.textureCoordinates);
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}
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fragment float4 clearFragment() {
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return float4(0.0, 0.0, 0.0, 0.64);
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}
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// MARK: -
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fragment float4 interpolateFragment(CopyInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
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return texture.sample(linearSampler, vert.textureCoordinates);
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}
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// MARK: - Kernel functions
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/// Given input pixels of the form (luminance, 0.5 + 0.5*chrominance*cos(phase), 0.5 + 0.5*chrominance*sin(phase)), applies a lowpass
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/// filter to the two chrominance parts, then uses the toRGB matrix to convert to RGB and stores.
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kernel void filterChromaKernel( texture2d<float, access::read> inTexture [[texture(0)]],
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texture2d<float, access::write> outTexture [[texture(1)]],
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uint2 gid [[thread_position_in_grid]],
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constant Uniforms &uniforms [[buffer(0)]],
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constant int &offset [[buffer(1)]]) {
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constexpr float4 moveToZero = float4(0.0f, 0.5f, 0.5f, 0.0f);
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const float4 rawSamples[] = {
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inTexture.read(gid + uint2(0, offset)) - moveToZero,
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inTexture.read(gid + uint2(1, offset)) - moveToZero,
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inTexture.read(gid + uint2(2, offset)) - moveToZero,
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inTexture.read(gid + uint2(3, offset)) - moveToZero,
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inTexture.read(gid + uint2(4, offset)) - moveToZero,
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inTexture.read(gid + uint2(5, offset)) - moveToZero,
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inTexture.read(gid + uint2(6, offset)) - moveToZero,
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inTexture.read(gid + uint2(7, offset)) - moveToZero,
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inTexture.read(gid + uint2(8, offset)) - moveToZero,
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inTexture.read(gid + uint2(9, offset)) - moveToZero,
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inTexture.read(gid + uint2(10, offset)) - moveToZero,
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inTexture.read(gid + uint2(11, offset)) - moveToZero,
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inTexture.read(gid + uint2(12, offset)) - moveToZero,
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inTexture.read(gid + uint2(13, offset)) - moveToZero,
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inTexture.read(gid + uint2(14, offset)) - moveToZero,
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};
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#define Sample(x, y) uniforms.firCoefficients[y] * rawSamples[x].rgb
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const float3 colour =
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Sample(0, 0) + Sample(1, 1) + Sample(2, 2) + Sample(3, 3) + Sample(4, 4) + Sample(5, 5) + Sample(6, 6) +
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Sample(7, 7) +
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Sample(8, 6) + Sample(9, 5) + Sample(10, 4) + Sample(11, 3) + Sample(12, 2) + Sample(13, 1) + Sample(14, 0);
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#undef Sample
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outTexture.write(float4(uniforms.toRGB * colour, 1.0f), gid + uint2(7, offset));
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}
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/// Given input pixels of the form:
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///
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/// (composite sample, cos(phase), sin(phase), colour amplitude), applies a lowpass
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///
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/// Filters to separate luminance, subtracts that and scales and maps the remaining chrominance in order to output
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/// pixels in the form:
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///
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/// (luminance, 0.5 + 0.5*chrominance*cos(phase), 0.5 + 0.5*chrominance*sin(phase))
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///
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/// i.e. the input form for the filterChromaKernel, above].
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kernel void separateLumaKernel( texture2d<float, access::read> inTexture [[texture(0)]],
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texture2d<float, access::write> outTexture [[texture(1)]],
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uint2 gid [[thread_position_in_grid]],
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constant Uniforms &uniforms [[buffer(0)]],
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constant int &offset [[buffer(1)]]) {
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// TODO!
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constexpr float4 moveToZero = float4(0.0f, 0.5f, 0.5f, 0.0f);
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const float4 rawSamples[] = {
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inTexture.read(gid + uint2(0, offset)) - moveToZero,
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inTexture.read(gid + uint2(1, offset)) - moveToZero,
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inTexture.read(gid + uint2(2, offset)) - moveToZero,
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inTexture.read(gid + uint2(3, offset)) - moveToZero,
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inTexture.read(gid + uint2(4, offset)) - moveToZero,
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inTexture.read(gid + uint2(5, offset)) - moveToZero,
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inTexture.read(gid + uint2(6, offset)) - moveToZero,
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inTexture.read(gid + uint2(7, offset)) - moveToZero,
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inTexture.read(gid + uint2(8, offset)) - moveToZero,
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inTexture.read(gid + uint2(9, offset)) - moveToZero,
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inTexture.read(gid + uint2(10, offset)) - moveToZero,
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inTexture.read(gid + uint2(11, offset)) - moveToZero,
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inTexture.read(gid + uint2(12, offset)) - moveToZero,
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inTexture.read(gid + uint2(13, offset)) - moveToZero,
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inTexture.read(gid + uint2(14, offset)) - moveToZero,
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};
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#define Sample(x, y) uniforms.firCoefficients[y] * rawSamples[x].rgb
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const float3 colour =
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Sample(0, 0) + Sample(1, 1) + Sample(2, 2) + Sample(3, 3) + Sample(4, 4) + Sample(5, 5) + Sample(6, 6) +
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Sample(7, 7) +
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Sample(8, 6) + Sample(9, 5) + Sample(10, 4) + Sample(11, 3) + Sample(12, 2) + Sample(13, 1) + Sample(14, 0);
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#undef Sample
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outTexture.write(float4(uniforms.toRGB * colour, 1.0f), gid + uint2(7, offset));
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}
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