From c823b2bf3165990a556d50990adf4da5cee95593 Mon Sep 17 00:00:00 2001 From: Hans-Christoph Steiner Date: Fri, 2 Nov 2012 15:36:19 +0000 Subject: 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 --- .../extra/Gem/examples/10.glsl/fetching2.frag | 112 ++++++++++----------- 1 file changed, 56 insertions(+), 56 deletions(-) (limited to 'packages/noncvs/windows/extra/Gem/examples/10.glsl/fetching2.frag') 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; + +} + + -- cgit v1.2.1