diff options
author | Hans-Christoph Steiner <eighthave@users.sourceforge.net> | 2012-11-02 15:36:19 +0000 |
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committer | Hans-Christoph Steiner <eighthave@users.sourceforge.net> | 2012-11-02 15:36:19 +0000 |
commit | c823b2bf3165990a556d50990adf4da5cee95593 (patch) | |
tree | 733f3d3a6ed7a5e8f80d4b4553299902d89b58b8 /packages/noncvs/windows/extra/Gem/examples/10.glsl/panoramique.frag | |
parent | 2c0b722536a4ec2f723c289b695b983741c678f8 (diff) |
commit Gem 0.93.3 from http://gem.iem.at/releases/0.93.3/Gem-0.93.3-W32-i686.zip
svn path=/trunk/; revision=16521
Diffstat (limited to 'packages/noncvs/windows/extra/Gem/examples/10.glsl/panoramique.frag')
-rw-r--r-- | packages/noncvs/windows/extra/Gem/examples/10.glsl/panoramique.frag | 56 |
1 files changed, 28 insertions, 28 deletions
diff --git a/packages/noncvs/windows/extra/Gem/examples/10.glsl/panoramique.frag b/packages/noncvs/windows/extra/Gem/examples/10.glsl/panoramique.frag index d0378b62..d7e4fc62 100644 --- a/packages/noncvs/windows/extra/Gem/examples/10.glsl/panoramique.frag +++ b/packages/noncvs/windows/extra/Gem/examples/10.glsl/panoramique.frag @@ -1,28 +1,28 @@ -#extension GL_ARB_texture_rectangle : enable - -uniform sampler2DRect MyTex; -uniform float dZ, ShadeL, ShadeR, sizeX, sizeY; - -void main (void) -{ - - vec2 pos_out; - pos_out.x=-1.+(2.*gl_TexCoord[0].s)/sizeX; - pos_out.y=-1.+(2.*gl_TexCoord[0].t)/sizeY; - pos_out.y *= sqrt(pos_out.x*pos_out.x+dZ*dZ)/dZ; - - pos_out.x = sizeX*(pos_out.x+1.)/2.; - pos_out.y = sizeY*(pos_out.y+1.)/2.; - - vec4 color = texture2DRect(MyTex, pos_out); - - color.a = 1.; - float tmp = mix(0.,1.,gl_TexCoord[0].s/ShadeL); - tmp = min(tmp,1.); - color.a *= tmp; - tmp = mix(0.,1.,(sizeX-gl_TexCoord[0].s)/ShadeR); - tmp = min(tmp,1.); - color.a *= tmp; - - gl_FragColor = color; -} +#extension GL_ARB_texture_rectangle : enable
+
+uniform sampler2DRect MyTex;
+uniform float dZ, ShadeL, ShadeR, sizeX, sizeY;
+
+void main (void)
+{
+
+ vec2 pos_out;
+ pos_out.x=-1.+(2.*gl_TexCoord[0].s)/sizeX;
+ pos_out.y=-1.+(2.*gl_TexCoord[0].t)/sizeY;
+ pos_out.y *= sqrt(pos_out.x*pos_out.x+dZ*dZ)/dZ;
+
+ pos_out.x = sizeX*(pos_out.x+1.)/2.;
+ pos_out.y = sizeY*(pos_out.y+1.)/2.;
+
+ vec4 color = texture2DRect(MyTex, pos_out);
+
+ color.a = 1.;
+ float tmp = mix(0.,1.,gl_TexCoord[0].s/ShadeL);
+ tmp = min(tmp,1.);
+ color.a *= tmp;
+ tmp = mix(0.,1.,(sizeX-gl_TexCoord[0].s)/ShadeR);
+ tmp = min(tmp,1.);
+ color.a *= tmp;
+
+ gl_FragColor = color;
+}
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