fix(pal): Rename param -> params

This commit is contained in:
Stuart Carnie 2018-07-14 17:37:25 -07:00
parent 56e41a5383
commit 10c6290afa

View file

@ -48,7 +48,7 @@ layout(push_constant) uniform Push
float FIR_GAIN; float FIR_GAIN;
float FIR_INVGAIN; float FIR_INVGAIN;
float PHASE_NOISE; float PHASE_NOISE;
} param; } params;
#pragma parameter FIR_GAIN "FIR lowpass gain" 1.5 0.0 5.0 0.1 #pragma parameter FIR_GAIN "FIR lowpass gain" 1.5 0.0 5.0 0.1
#pragma parameter FIR_INVGAIN "Inverse gain for luma recovery" 1.1 0.0 5.0 0.1 #pragma parameter FIR_INVGAIN "Inverse gain for luma recovery" 1.1 0.0 5.0 0.1
@ -171,11 +171,11 @@ vec2 modem_uv(vec2 xy, float ofs) {
vec3 yuv = RGB_to_YUV * rgb; vec3 yuv = RGB_to_YUV * rgb;
float signal = clamp(yuv.x + yuv.y * sinwt + yuv.z * coswt, 0.0, 1.0); float signal = clamp(yuv.x + yuv.y * sinwt + yuv.z * coswt, 0.0, 1.0);
if (param.PHASE_NOISE != 0) if (params.PHASE_NOISE != 0)
{ {
/* .yy is horizontal noise, .xx looks bad, .xy is classic noise */ /* .yy is horizontal noise, .xx looks bad, .xy is classic noise */
vec2 seed = xy.yy * global.FrameCount; vec2 seed = xy.yy * global.FrameCount;
wt = wt + param.PHASE_NOISE * (rand(seed) - 0.5); wt = wt + params.PHASE_NOISE * (rand(seed) - 0.5);
sinwt = sin(wt); sinwt = sin(wt);
coswt = cos(wt + altv); coswt = cos(wt + altv);
} }
@ -195,7 +195,7 @@ void main()
vec2 filtered = vec2(0.0, 0.0); vec2 filtered = vec2(0.0, 0.0);
for (int i = 0; i < FIRTAPS; i++) { for (int i = 0; i < FIRTAPS; i++) {
vec2 uv = modem_uv(xy, i - FIRTAPS*0.5); vec2 uv = modem_uv(xy, i - FIRTAPS*0.5);
filtered += param.FIR_GAIN * uv * FIR[i]; filtered += params.FIR_GAIN * uv * FIR[i];
} }
float t = xy.x * global.SourceSize.x; float t = xy.x * global.SourceSize.x;
@ -204,7 +204,7 @@ void main()
float sinwt = sin(wt); float sinwt = sin(wt);
float coswt = cos(wt + altv); float coswt = cos(wt + altv);
float luma = modulated(xy, sinwt, coswt) - param.FIR_INVGAIN * (filtered.x * sinwt + filtered.y * coswt); float luma = modulated(xy, sinwt, coswt) - params.FIR_INVGAIN * (filtered.x * sinwt + filtered.y * coswt);
vec3 yuv_result = vec3(luma, filtered.x, filtered.y); vec3 yuv_result = vec3(luma, filtered.x, filtered.y);
FragColor = vec4(YUV_to_RGB * yuv_result, 1.0); FragColor = vec4(YUV_to_RGB * yuv_result, 1.0);