added green & amber phosphor palettes
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4 changed files with 14 additions and 3 deletions
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@ -42,6 +42,8 @@ value.monoPalette.0=Black & White
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value.monoPalette.1=DameGame
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value.monoPalette.2=Paint the Town
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value.monoPalette.3=Noir
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value.monoPalette.4=Amber Phosphor
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value.monoPalette.5=Green Phosphor
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option.hueBits=Hue Depth
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suffix.hueBits=-bit
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@ -7,7 +7,7 @@
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#define secondBits 2 // [0 1 2 3 4 5 6 7 8]
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#define thirdBits 2 // [0 1 2 3 4 5 6 7 8]
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#define monoPalette 0 // [0 1 2 3]
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#define monoPalette 0 // [0 1 2 3 4 5]
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float bit_max(int bits) { return pow(2, bits); }
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@ -32,6 +32,12 @@ vec3 monoLow = vec3(0);
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#elif monoPalette == MONO_NOIR
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vec3 monoHigh = vec3(0.73, 0.67, 0.55);
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vec3 monoLow = vec3(0.26, 0.23, 0.19);
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#elif monoPalette == MONO_AMBER
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vec3 monoHigh = vec3(1.00, 0.50, 0.00);
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vec3 monoLow = vec3(0);
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#elif monoPalette == MONO_PHOSPHOR
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vec3 monoHigh = vec3(0.00, 0.83, 0.43);
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vec3 monoLow = vec3(0);
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#endif
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float luminance(vec3 color) {
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@ -16,8 +16,8 @@ vec3 ntsc(vec3 color) {
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// faux ntsc signal
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float carrier = 22.430; // 2π * 3.57MHz
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#if wire == WIRE_COMPOSITE
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carrier *= gl_FragCoord.x;
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#if wire == WIRE_COMPOSITE
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carrier *= gl_FragCoord.x;
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#endif
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float phase = sin(carrier) * i + cos(carrier) * q;
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@ -57,6 +57,7 @@ vec3 pal(vec3 color) {
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// decode faux signal
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#if wire == WIRE_COMPOSITE
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float composite = y + phase;
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// TODO: composite
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#endif
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u = quad * cos(carrier);
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v = phase * sin(carrier);
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@ -11,4 +11,6 @@
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#define MONO_DAMEGAME 1
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#define MONO_MOTIONSICK 2
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#define MONO_NOIR 3
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#define MONO_AMBER 4
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#define MONO_PHOSPHOR 5
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