moving the OpenGL examples to the core

This commit is contained in:
benfry
2012-07-20 20:24:58 +00:00
parent b30328bb66
commit 40ecd562e3
133 changed files with 0 additions and 0 deletions
@@ -0,0 +1,32 @@
// This example shows how to change the default fragment shader used
// in P2D to render textures, by a custom one that applies a simple
// edge detection filter.
//
// Press the mouse to switch between the custom and the default shader.
PImage img;
PShader edges;
boolean customShader;
void setup() {
size(400, 400, P2D);
img = loadImage("berlin-1.jpg");
edges = (PShader)loadShader("edges.glsl", PShader.TEXTURED);
shader(edges, PShader.TEXTURED);
customShader = true;
}
public void draw() {
image(img, 0, 0, width, height);
}
public void mousePressed() {
if (customShader) {
resetShader(PShader.TEXTURED);
customShader = false;
} else {
shader(edges, PShader.TEXTURED);
customShader = true;
}
}
@@ -0,0 +1,38 @@
// Edge detection shader
uniform sampler2D textureSampler;
// The inverse of the texture dimensions along X and Y
uniform vec2 texcoordOffset;
varying vec4 vertColor;
varying vec4 vertTexcoord;
void main() {
vec4 sum = vec4(0);
float kernel[9];
kernel[0] = -1.0; kernel[1] = -1.0; kernel[2] = -1.0;
kernel[3] = -1.0; kernel[4] = +8.0; kernel[5] = -1.0;
kernel[6] = -1.0; kernel[7] = -1.0; kernel[8] = -1.0;
vec2 offset[9];
offset[0] = vec2(-texcoordOffset.s, -texcoordOffset.t);
offset[1] = vec2( 0.0, -texcoordOffset.t);
offset[2] = vec2(+texcoordOffset.s, -texcoordOffset.t);
offset[3] = vec2(-texcoordOffset.s, 0.0);
offset[4] = vec2( 0.0, 0.0);
offset[5] = vec2(+texcoordOffset.s, 0.0);
offset[6] = vec2(-texcoordOffset.s, +texcoordOffset.t);
offset[7] = vec2( 0.0, +texcoordOffset.t);
offset[8] = vec2(+texcoordOffset.s, +texcoordOffset.t);
for (int i = 0; i < 9; i++) {
vec4 tmp = texture2D(textureSampler, vertTexcoord.st + offset[i]);
sum += tmp * kernel[i];
}
gl_FragColor = vec4(sum.rgb, 1.0);
}