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Diffstat (limited to 'packages/noncvs/windows/extra/Gem/examples/12.multi_screen_projection/soft_edge.frag')
-rw-r--r--packages/noncvs/windows/extra/Gem/examples/12.multi_screen_projection/soft_edge.frag118
1 files changed, 59 insertions, 59 deletions
diff --git a/packages/noncvs/windows/extra/Gem/examples/12.multi_screen_projection/soft_edge.frag b/packages/noncvs/windows/extra/Gem/examples/12.multi_screen_projection/soft_edge.frag
index 43a8e6bd..dbc7e970 100644
--- a/packages/noncvs/windows/extra/Gem/examples/12.multi_screen_projection/soft_edge.frag
+++ b/packages/noncvs/windows/extra/Gem/examples/12.multi_screen_projection/soft_edge.frag
@@ -1,59 +1,59 @@
-// 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 *= vec2(1.)+overlap;
- black -= 1.;
- black = max(black,0.)/max(overlap,1.);
- if ( floor(pos_new.x*geometry_screen.x) < geometry_screen.x-1. )
- color *= (1.-black.x);
- if ( floor(pos_new.y*geometry_screen.y) < geometry_screen.y-1. )
- color *= (1.-black.y);
-
-// compute fade on Left and bottom
- black = pos_new;
- black *= geometry_screen;
- black = fract(black);
- black *= vec2(1.)+overlap;
- black -= overlap;
- black = max(-black,0.)/max(overlap,1.);
- if ( floor(pos_new.x*geometry_screen.x) > 0. )
- color *= (1.-black.x);
- if ( floor(pos_new.y*geometry_screen.y) > 0. )
- color *= (1.-black.y);
-
- gl_FragColor = color;
-}
+// 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 *= vec2(1.)+overlap;
+ black -= 1.;
+ black = max(black,0.)/max(overlap,1.);
+ if ( floor(pos_new.x*geometry_screen.x) < geometry_screen.x-1. )
+ color *= (1.-black.x);
+ if ( floor(pos_new.y*geometry_screen.y) < geometry_screen.y-1. )
+ color *= (1.-black.y);
+
+// compute fade on Left and bottom
+ black = pos_new;
+ black *= geometry_screen;
+ black = fract(black);
+ black *= vec2(1.)+overlap;
+ black -= overlap;
+ black = max(-black,0.)/max(overlap,1.);
+ if ( floor(pos_new.x*geometry_screen.x) > 0. )
+ color *= (1.-black.x);
+ if ( floor(pos_new.y*geometry_screen.y) > 0. )
+ color *= (1.-black.y);
+
+ gl_FragColor = color;
+}