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made edges filter compatible with GMA 950
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@@ -9,40 +9,30 @@ uniform vec2 texcoordOffset;
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varying vec4 vertColor;
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varying vec4 vertTexcoord;
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#define KERNEL_SIZE 9
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// Edge detection kernel
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// -1 -1 -1
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// -1 +8 -1
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// -1 -1 -1
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float kernel[KERNEL_SIZE];
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vec2 offset[KERNEL_SIZE];
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void main(void) {
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int i = 0;
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vec4 sum = vec4(0.0);
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// Grouping texcoord variables in order to make it work in the GMA 950. See post #13
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// in this thread:
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// http://www.idevgames.com/forums/thread-3467.html
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vec2 tc0 = vertTexcoord.st + vec2(-texcoordOffset.s, -texcoordOffset.t);
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vec2 tc1 = vertTexcoord.st + vec2( 0.0, -texcoordOffset.t);
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vec2 tc2 = vertTexcoord.st + vec2(+texcoordOffset.s, -texcoordOffset.t);
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vec2 tc3 = vertTexcoord.st + vec2(-texcoordOffset.s, 0.0);
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vec2 tc4 = vertTexcoord.st + vec2( 0.0, 0.0);
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vec2 tc5 = vertTexcoord.st + vec2(+texcoordOffset.s, 0.0);
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vec2 tc6 = vertTexcoord.st + vec2(-texcoordOffset.s, +texcoordOffset.t);
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vec2 tc7 = vertTexcoord.st + vec2( 0.0, +texcoordOffset.t);
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vec2 tc8 = vertTexcoord.st + vec2(+texcoordOffset.s, +texcoordOffset.t);
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vec4 col0 = texture2D(textureSampler, tc0);
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vec4 col1 = texture2D(textureSampler, tc1);
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vec4 col2 = texture2D(textureSampler, tc2);
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vec4 col3 = texture2D(textureSampler, tc3);
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vec4 col4 = texture2D(textureSampler, tc4);
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vec4 col5 = texture2D(textureSampler, tc5);
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vec4 col6 = texture2D(textureSampler, tc6);
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vec4 col7 = texture2D(textureSampler, tc7);
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vec4 col8 = texture2D(textureSampler, tc8);
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offset[0] = vec2(-texcoordOffset.s, -texcoordOffset.t);
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offset[1] = vec2(0.0, -texcoordOffset.t);
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offset[2] = vec2(texcoordOffset.s, -texcoordOffset.t);
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offset[3] = vec2(-texcoordOffset.s, 0.0);
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offset[4] = vec2(0.0, 0.0);
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offset[5] = vec2(texcoordOffset.s, 0.0);
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offset[6] = vec2(-texcoordOffset.s, texcoordOffset.t);
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offset[7] = vec2(0.0, texcoordOffset.t);
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offset[8] = vec2(texcoordOffset.s, texcoordOffset.t);
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kernel[0] = -1.0; kernel[1] = -1.0; kernel[2] = -1.0;
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kernel[3] = -1.0; kernel[4] = 8.0; kernel[5] = -1.0;
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kernel[6] = -1.0; kernel[7] = -1.0; kernel[8] = -1.0;
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for(i = 0; i < KERNEL_SIZE; i++) {
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vec4 tmp = texture2D(textureSampler, vertTexcoord.st + offset[i]);
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sum += tmp * kernel[i];
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}
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gl_FragColor = vec4(sum.rgb, 1.0) * vertColor;
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vec4 sum = 8.0 * col4 - (col0 + col1 + col2 + col3 + col5 + col6 + col7 + col8);
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gl_FragColor = vec4(sum.rgb, 1.0) * vertColor;
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}
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@@ -9,40 +9,30 @@ uniform vec2 texcoordOffset;
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varying vec4 vertColor;
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varying vec4 vertTexcoord;
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#define KERNEL_SIZE 9
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// Edge detection kernel
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// -1 -1 -1
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// -1 +8 -1
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// -1 -1 -1
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float kernel[KERNEL_SIZE];
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vec2 offset[KERNEL_SIZE];
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void main(void) {
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int i = 0;
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vec4 sum = vec4(0.0);
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// Grouping texcoord variables in order to make it work in the GMA 950. See post #13
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// in this thread:
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// http://www.idevgames.com/forums/thread-3467.html
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vec2 tc0 = vertTexcoord.st + vec2(-texcoordOffset.s, -texcoordOffset.t);
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vec2 tc1 = vertTexcoord.st + vec2( 0.0, -texcoordOffset.t);
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vec2 tc2 = vertTexcoord.st + vec2(+texcoordOffset.s, -texcoordOffset.t);
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vec2 tc3 = vertTexcoord.st + vec2(-texcoordOffset.s, 0.0);
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vec2 tc4 = vertTexcoord.st + vec2( 0.0, 0.0);
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vec2 tc5 = vertTexcoord.st + vec2(+texcoordOffset.s, 0.0);
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vec2 tc6 = vertTexcoord.st + vec2(-texcoordOffset.s, +texcoordOffset.t);
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vec2 tc7 = vertTexcoord.st + vec2( 0.0, +texcoordOffset.t);
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vec2 tc8 = vertTexcoord.st + vec2(+texcoordOffset.s, +texcoordOffset.t);
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vec4 col0 = texture2D(textureSampler, tc0);
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vec4 col1 = texture2D(textureSampler, tc1);
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vec4 col2 = texture2D(textureSampler, tc2);
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vec4 col3 = texture2D(textureSampler, tc3);
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vec4 col4 = texture2D(textureSampler, tc4);
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vec4 col5 = texture2D(textureSampler, tc5);
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vec4 col6 = texture2D(textureSampler, tc6);
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vec4 col7 = texture2D(textureSampler, tc7);
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vec4 col8 = texture2D(textureSampler, tc8);
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offset[0] = vec2(-texcoordOffset.s, -texcoordOffset.t);
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offset[1] = vec2(0.0, -texcoordOffset.t);
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offset[2] = vec2(texcoordOffset.s, -texcoordOffset.t);
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offset[3] = vec2(-texcoordOffset.s, 0.0);
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offset[4] = vec2(0.0, 0.0);
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offset[5] = vec2(texcoordOffset.s, 0.0);
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offset[6] = vec2(-texcoordOffset.s, texcoordOffset.t);
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offset[7] = vec2(0.0, texcoordOffset.t);
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offset[8] = vec2(texcoordOffset.s, texcoordOffset.t);
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kernel[0] = -1.0; kernel[1] = -1.0; kernel[2] = -1.0;
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kernel[3] = -1.0; kernel[4] = 8.0; kernel[5] = -1.0;
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kernel[6] = -1.0; kernel[7] = -1.0; kernel[8] = -1.0;
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for(i = 0; i < KERNEL_SIZE; i++) {
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vec4 tmp = texture2D(textureSampler, vertTexcoord.st + offset[i]);
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sum += tmp * kernel[i];
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}
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gl_FragColor = vec4(sum.rgb, 1.0) * vertColor;
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vec4 sum = 8.0 * col4 - (col0 + col1 + col2 + col3 + col5 + col6 + col7 + col8);
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gl_FragColor = vec4(sum.rgb, 1.0) * vertColor;
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}
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