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GUI: new osc renderer, part 30
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2 changed files with 2 additions and 3 deletions
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TODO.md
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TODO.md
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@ -1,5 +1,4 @@
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# to-do
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- finish auto-clone
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- new oscilloscope renderer - custom code that uses texture and fixes two issues: too many vertices, and broken anti-aliasing
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- new pattern renderer - performance improvements
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@ -116,8 +116,8 @@ const char* sh_oscRender_srcF=
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" }\n"
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" if ((fur_fragCoord.y-uLineWidth)>valmax*uResolution.y) discard;\n"
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" if ((fur_fragCoord.y+uLineWidth)<valmin*uResolution.y) discard;\n"
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" float slope=abs(valmax-valmin)*uResolution.y;\n"
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" float slopeDiv=min(1.0,2.0/ceil(slope));\n"
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" float slope=sqrt(abs(valmax-valmin)*uResolution.y);\n"
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" float slopeDiv=min(1.0,1.0/ceil(slope));\n"
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" float xRight=ceil(fur_fragCoord.x+uLineWidth);\n"
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" for (float x=max(0.0,floor(fur_fragCoord.x-uLineWidth)); x<=xRight; x+=slopeDiv) {\n"
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" float val0=texture2D(oscVal,vec2(floor(x)*oneStep,1.0)).x*uResolution.y;\n"
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