mirror of
https://github.com/processing/processing4.git
synced 2026-02-03 05:39:18 +01:00
Temporarily removing the shaders examples
This commit is contained in:
@@ -1,38 +0,0 @@
|
||||
// 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);
|
||||
}
|
||||
Reference in New Issue
Block a user