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// 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;
}
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