// up to 7x7 erode algorithm // Antoine Villeret - 2012 #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect frame; uniform int size; uniform int pattern; // 0 cross, 1 square vec2 texcoord0 = gl_TexCoord[0].st; vec2 texcoord00 = texcoord0 + vec2(-3, -3); vec2 texcoord01 = texcoord0 + vec2(-2, -3); vec2 texcoord02 = texcoord0 + vec2(-1, -3); vec2 texcoord03 = texcoord0 + vec2(0, -3); vec2 texcoord04 = texcoord0 + vec2(1, -3); vec2 texcoord05 = texcoord0 + vec2(2, -3); vec2 texcoord06 = texcoord0 + vec2(3, -3); vec2 texcoord10 = texcoord0 + vec2(-3, -2); vec2 texcoord11 = texcoord0 + vec2(-2, -2); vec2 texcoord12 = texcoord0 + vec2(-1, -2); vec2 texcoord13 = texcoord0 + vec2(0, -2); vec2 texcoord14 = texcoord0 + vec2(1, -2); vec2 texcoord15 = texcoord0 + vec2(2, -2); vec2 texcoord16 = texcoord0 + vec2(3, -2); vec2 texcoord20 = texcoord0 + vec2(-3, -1); vec2 texcoord21 = texcoord0 + vec2(-2, -1); vec2 texcoord22 = texcoord0 + vec2(-1, -1); vec2 texcoord23 = texcoord0 + vec2(0, -1); vec2 texcoord24 = texcoord0 + vec2(1, -1); vec2 texcoord25 = texcoord0 + vec2(2, -1); vec2 texcoord26 = texcoord0 + vec2(3, -1); vec2 texcoord30 = texcoord0 + vec2(-3, 0); vec2 texcoord31 = texcoord0 + vec2(-2, 0); vec2 texcoord32 = texcoord0 + vec2(-1, 0); vec2 texcoord33 = texcoord0 + vec2(0, 0); // center pixel == texcoord0 vec2 texcoord34 = texcoord0 + vec2(1, 0); vec2 texcoord35 = texcoord0 + vec2(2, 0); vec2 texcoord36 = texcoord0 + vec2(3, 0); vec2 texcoord40 = texcoord0 + vec2(-3, 1); vec2 texcoord41 = texcoord0 + vec2(-2, 1); vec2 texcoord42 = texcoord0 + vec2(-1, 1); vec2 texcoord43 = texcoord0 + vec2(0, 1); vec2 texcoord44 = texcoord0 + vec2(1, 1); vec2 texcoord45 = texcoord0 + vec2(2, 1); vec2 texcoord46 = texcoord0 + vec2(3, 1); vec2 texcoord50 = texcoord0 + vec2(-3, 2); vec2 texcoord51 = texcoord0 + vec2(-2, 2); vec2 texcoord52 = texcoord0 + vec2(-1, 2); vec2 texcoord53 = texcoord0 + vec2(0, 2); vec2 texcoord54 = texcoord0 + vec2(1, 2); vec2 texcoord55 = texcoord0 + vec2(2, 2); vec2 texcoord56 = texcoord0 + vec2(3, 2); vec2 texcoord60 = texcoord0 + vec2(-3, 3); vec2 texcoord61 = texcoord0 + vec2(-2, 3); vec2 texcoord62 = texcoord0 + vec2(-1, 3); vec2 texcoord63 = texcoord0 + vec2(0, 3); vec2 texcoord64 = texcoord0 + vec2(1, 3); vec2 texcoord65 = texcoord0 + vec2(2, 3); vec2 texcoord66 = texcoord0 + vec2(3, 3); void main (void) { float closed = texture2DRect(frame, texcoord33).r; // assume gray image // 1 pixel cross closed = min(closed, texture2DRect(frame, texcoord34).r); closed = min(closed, texture2DRect(frame, texcoord32).r); closed = min(closed, texture2DRect(frame, texcoord23).r); closed = min(closed, texture2DRect(frame, texcoord43).r); if ( pattern == 1 ) { // 1 pixel diag closed = min(closed, texture2DRect(frame, texcoord22).r); closed = min(closed, texture2DRect(frame, texcoord44).r); closed = min(closed, texture2DRect(frame, texcoord24).r); closed = min(closed, texture2DRect(frame, texcoord42).r); } if ( size >= 2 ) { // 2 pixels cross closed = min(closed, texture2DRect(frame, texcoord35).r); closed = min(closed, texture2DRect(frame, texcoord31).r); closed = min(closed, texture2DRect(frame, texcoord13).r); closed = min(closed, texture2DRect(frame, texcoord53).r); if ( pattern == 1 ) { // 2 pixel diag closed = min(closed, texture2DRect(frame, texcoord11).r); closed = min(closed, texture2DRect(frame, texcoord55).r); closed = min(closed, texture2DRect(frame, texcoord15).r); closed = min(closed, texture2DRect(frame, texcoord51).r); } } if ( size == 3 ) { // 3 pixels cross closed = min(closed, texture2DRect(frame, texcoord36).r); closed = min(closed, texture2DRect(frame, texcoord30).r); closed = min(closed, texture2DRect(frame, texcoord03).r); closed = min(closed, texture2DRect(frame, texcoord63).r); if ( pattern == 1 ) { // 3 pixel diag closed = min(closed, texture2DRect(frame, texcoord00).r); closed = min(closed, texture2DRect(frame, texcoord66).r); closed = min(closed, texture2DRect(frame, texcoord06).r); closed = min(closed, texture2DRect(frame, texcoord60).r); } } gl_FragColor = vec4(vec3(closed),1); }