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// Cyrille Henry 2008
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect texture_mass;
varying vec2 coord;
vec2 test1(vec2 V)
{
return(max(min(V,vec2(91.,63.)),vec2(0.)));
}
void main (void)
{
vec4 color = vec4(1.,0.,0.,1.);
if ( (coord.x < 91.) && (coord.y < 63.) )
{
vec4 posG = texture2DRect(texture_mass, test1(coord+vec2(-1., 0.))) ;
vec4 posD = texture2DRect(texture_mass, test1(coord+vec2( 1., 0.))) ;
vec4 posH = texture2DRect(texture_mass, test1(coord+vec2( 0.,-1.))) ;
vec4 posB = texture2DRect(texture_mass, test1(coord+vec2( 0., 1.))) ;
vec3 normal = cross((posG.xyz-posD.xyz),(posH.xyz-posB.xyz));
color.xyz = normalize(normal);
color.xyz = normal;
vec3 DX = posG.xyz-posD.xyz;
vec3 DY = posH.xyz-posB.xyz;
color += vec4(1.);
color *= 0.5;
}
color.a = 1.;
gl_FragColor = color;
}
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