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-rw-r--r--Gem/examples/12.multi_screen_projection/soft_edge.frag62
1 files changed, 0 insertions, 62 deletions
diff --git a/Gem/examples/12.multi_screen_projection/soft_edge.frag b/Gem/examples/12.multi_screen_projection/soft_edge.frag
deleted file mode 100644
index 1c2e35f..0000000
--- a/Gem/examples/12.multi_screen_projection/soft_edge.frag
+++ /dev/null
@@ -1,62 +0,0 @@
-// Cyrille Henry 2010
-
-//#extension GL_ARB_texture_rectangle : enable
-//uniform sampler2DRect MyTex;
-uniform sampler2D MyTex;
-uniform vec2 overlap, geometry_screen, geometry_computer;
-
-void main (void)
-{
-// FSAA
-
-// change coord from computer matrix to screen matrice
- vec2 coord = (gl_TextureMatrix[0] * gl_TexCoord[0]).st;
- vec2 pos_new = coord;
- pos_new *= geometry_computer;
- float screen_num = floor(pos_new.x)+floor(pos_new.y)*geometry_computer.x; // number of the screen
- pos_new = fract(pos_new); // coord in 1 screen (from 0 to 1)
- pos_new.x += fract(screen_num/geometry_screen.x)*geometry_screen.x;
- pos_new.y += floor(screen_num/geometry_screen.x);
- pos_new /= geometry_screen;
-
-// compute position regarding to the overlap
- vec2 pos = pos_new;
- pos *= geometry_screen;
-
- vec2 pos_over = fract(pos);
- pos_over *= overlap;
- pos_over -= overlap/2.;
- pos += pos_over;
- pos += overlap/2.;
- pos /= geometry_screen + overlap;
- vec4 color = texture2D(MyTex, pos);
-
-// compute fade on Top and Right
- vec2 black = pos_new;
- black *= geometry_screen;
- black = fract(black);
- black *= 1. + (overlap/ (geometry_screen/2.));
- black -= 1.;
- black = max(black,0.);
- black *= (geometry_screen / 2.) / overlap;
- if ( ( floor(pos_new.x*geometry_screen.x) < geometry_screen.x-1. ) && (overlap.x != 0.) )
- color *= (1.-black.x);
- if ( ( floor(pos_new.y*geometry_screen.y) < geometry_screen.y-1. ) && (overlap.x != 0.) )
- color *= (1.-black.y);
-
-// compute fade on Left and bottom
- black = pos_new;
- black *= geometry_screen;
- black = fract(black);
- black = vec2(1.) - black;
- black *= 1. + (overlap/ (geometry_screen/2.));
- black -= 1.;
- black = max(black,0.);
- black *= (geometry_screen / 2.) / overlap;
- if ( ( floor(pos_new.x*geometry_screen.x) > 0. ) && (overlap.x != 0.) )
- color *= (1.-black.x);
- if ( ( floor(pos_new.y*geometry_screen.y) > 0. ) && (overlap.x != 0.) )
- color *= (1.-black.y);
-
- gl_FragColor = color;
-}