mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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New text: Copyright 2013 Pixar Licensed under the Apache License, Version 2.0 (the "Apache License") with the following modification; you may not use this file except in compliance with the Apache License and the following modification to it: Section 6. Trademarks. is deleted and replaced with: 6. Trademarks. This License does not grant permission to use the trade names, trademarks, service marks, or product names of the Licensor and its affiliates, except as required to comply with Section 4(c) of the License and to reproduce the content of the NOTICE file. You may obtain a copy of the Apache License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the Apache License with the above modification is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the Apache License for the specific language governing permissions and limitations under the Apache License.
89 lines
2.4 KiB
GLSL
89 lines
2.4 KiB
GLSL
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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//--------------------------------------------------------------
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// image vertex shader
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//--------------------------------------------------------------
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#ifdef IMAGE_VERTEX_SHADER
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layout (location=0) in vec2 position;
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out vec2 outUV;
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void
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main()
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{
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outUV = vec2(position.xy*0.5) + vec2(0.5);
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gl_Position = vec4(position.x, position.y, 0, 1);
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}
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#endif
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//--------------------------------------------------------------
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// image fragment shader
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//--------------------------------------------------------------
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#ifdef IMAGE_FRAGMENT_SHADER
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uniform sampler2D colorMap;
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uniform sampler2D depthMap;
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in vec2 outUV;
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out vec4 outColor;
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#ifdef BLUR
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#define NUM_BLUR_SAMPLES 7
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uniform vec2 Offsets[NUM_BLUR_SAMPLES];
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uniform float Weights[NUM_BLUR_SAMPLES];
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void main()
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{
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outColor = vec4(0);
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for (int i = 0; i < NUM_BLUR_SAMPLES; ++i) {
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float w = Weights[i];
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vec2 o = Offsets[i];
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outColor += w * texture(colorMap, outUV + o);
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}
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}
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#endif
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#ifdef HIPASS
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uniform float Threshold = 0.95;
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const vec3 Black = vec3(0, 0, 0);
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void main()
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{
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vec3 c = texture(colorMap, outUV).rgb;
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float gray = dot(c, c);
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outColor = vec4(gray > Threshold ? c : Black, 1);
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}
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#endif
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#ifdef COMPOSITE
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uniform float alpha = 1.0;
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void main()
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{
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outColor = alpha * texture(colorMap, outUV);
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}
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#endif
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#endif
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