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Diffstat (limited to 'packages/noncvs/windows/extra/Gem/examples/10.glsl/fetching2.frag')
-rw-r--r--packages/noncvs/windows/extra/Gem/examples/10.glsl/fetching2.frag112
1 files changed, 56 insertions, 56 deletions
diff --git a/packages/noncvs/windows/extra/Gem/examples/10.glsl/fetching2.frag b/packages/noncvs/windows/extra/Gem/examples/10.glsl/fetching2.frag
index ac41ff9b..ad5b4ced 100644
--- a/packages/noncvs/windows/extra/Gem/examples/10.glsl/fetching2.frag
+++ b/packages/noncvs/windows/extra/Gem/examples/10.glsl/fetching2.frag
@@ -1,56 +1,56 @@
-// Cyrille Henry 2008
-#extension GL_ARB_texture_rectangle : enable
-
-uniform sampler2DRect texture;
-uniform float K2, K;
-
-vec2 pos_(vec2 V, float x, float y)
-{
- V += vec2(x,y);
- return(max(min(V,vec2(91.,63.)),vec2(0.)));
-}
-
-
-void main (void)
-{
- vec2 pos = gl_TexCoord[0].st * vec2(90.,62.)/256. ;
-
- vec4 color1 = texture2DRect(texture,pos_(pos,-1.,-1.));
- vec4 color2 = texture2DRect(texture,pos_(pos, 0.,-1.));
- vec4 color3 = texture2DRect(texture,pos_(pos, 1.,-1.));
- vec4 color4 = texture2DRect(texture,pos_(pos,-1., 0.));
- vec4 color5 = texture2DRect(texture,pos_(pos, 0., 0.));
- vec4 color6 = texture2DRect(texture,pos_(pos, 1., 0.));
- vec4 color7 = texture2DRect(texture,pos_(pos,-1., 1.));
- vec4 color8 = texture2DRect(texture,pos_(pos, 0., 1.));
- vec4 color9 = texture2DRect(texture,pos_(pos, 1., 1.));
-
- vec4 colorBG = color1 + color2 + color4 + color5;
- vec4 colorBD = color3 + color2 + color6 + color5;
- vec4 colorHG = color4 + color5 + color7 + color8;
- vec4 colorHD = color5 + color6 + color8 + color9;
-
- vec2 fract_pos = (fract(pos));
-
- vec4 XB = mix(colorBG,colorBD,fract_pos.x);
- vec4 XH = mix(colorHG,colorHD,fract_pos.x);
- vec4 X = mix(XB,XH,fract_pos.y) / 4.;
-
- X -= vec4(0.5);
- X.xyz = normalize(X.xyz);
-
- if(gl_FrontFacing)
- {X *= -1.;}
-
- float tmp = dot(X.xyz,normalize(vec3(0.,1.,1.)));
- tmp = -tmp;
- tmp = max(0.,tmp) + 0.3 * min(0.,tmp);
-
- tmp = 0.1 + 0.9 * tmp;
- vec4 color = tmp * vec4(1,0.95,0.9,1);
- color.a = smoothstep(0.75,1.,pos.x);
- gl_FragColor = color;
-
-}
-
-
+// Cyrille Henry 2008
+#extension GL_ARB_texture_rectangle : enable
+
+uniform sampler2DRect texture;
+uniform float K2, K;
+
+vec2 pos_(vec2 V, float x, float y)
+{
+ V += vec2(x,y);
+ return(max(min(V,vec2(91.,63.)),vec2(0.)));
+}
+
+
+void main (void)
+{
+ vec2 pos = gl_TexCoord[0].st * vec2(90.,62.)/256. ;
+
+ vec4 color1 = texture2DRect(texture,pos_(pos,-1.,-1.));
+ vec4 color2 = texture2DRect(texture,pos_(pos, 0.,-1.));
+ vec4 color3 = texture2DRect(texture,pos_(pos, 1.,-1.));
+ vec4 color4 = texture2DRect(texture,pos_(pos,-1., 0.));
+ vec4 color5 = texture2DRect(texture,pos_(pos, 0., 0.));
+ vec4 color6 = texture2DRect(texture,pos_(pos, 1., 0.));
+ vec4 color7 = texture2DRect(texture,pos_(pos,-1., 1.));
+ vec4 color8 = texture2DRect(texture,pos_(pos, 0., 1.));
+ vec4 color9 = texture2DRect(texture,pos_(pos, 1., 1.));
+
+ vec4 colorBG = color1 + color2 + color4 + color5;
+ vec4 colorBD = color3 + color2 + color6 + color5;
+ vec4 colorHG = color4 + color5 + color7 + color8;
+ vec4 colorHD = color5 + color6 + color8 + color9;
+
+ vec2 fract_pos = (fract(pos));
+
+ vec4 XB = mix(colorBG,colorBD,fract_pos.x);
+ vec4 XH = mix(colorHG,colorHD,fract_pos.x);
+ vec4 X = mix(XB,XH,fract_pos.y) / 4.;
+
+ X -= vec4(0.5);
+ X.xyz = normalize(X.xyz);
+
+ if(gl_FrontFacing)
+ {X *= -1.;}
+
+ float tmp = dot(X.xyz,normalize(vec3(0.,1.,1.)));
+ tmp = -tmp;
+ tmp = max(0.,tmp) + 0.3 * min(0.,tmp);
+
+ tmp = 0.1 + 0.9 * tmp;
+ vec4 color = tmp * vec4(1,0.95,0.9,1);
+ color.a = smoothstep(0.75,1.,pos.x);
+ gl_FragColor = color;
+
+}
+
+