mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-12 20:10:12 +00:00
122 lines
4.2 KiB
GLSL
122 lines
4.2 KiB
GLSL
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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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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