OpenSubdiv/examples/ptexViewer/imageshader.glsl

122 lines
4.2 KiB
GLSL

//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and
// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free copyright license to reproduce its contribution,
// prepare derivative works of its contribution, and distribute
// its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free license under its licensed patents to make, have
// made, use, sell, offer for sale, import, and/or otherwise
// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
// automatically.
// (C) If you distribute any portion of the software, you must
// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
// guarantees or conditions. You may have additional consumer
// rights under your local laws which this license cannot change.
// To the extent permitted under your local laws, the contributors
// exclude the implied warranties of merchantability, fitness for
// a particular purpose and non-infringement.
//
//--------------------------------------------------------------
// image vertex shader
//--------------------------------------------------------------
#ifdef IMAGE_VERTEX_SHADER
layout (location=0) in vec2 position;
out vec2 outUV;
void
main()
{
outUV = vec2(position.xy*0.5) + vec2(0.5);
gl_Position = vec4(position.x, position.y, 0, 1);
}
#endif
//--------------------------------------------------------------
// image fragment shader
//--------------------------------------------------------------
#ifdef IMAGE_FRAGMENT_SHADER
uniform sampler2D colorMap;
uniform sampler2D depthMap;
in vec2 outUV;
out vec4 outColor;
#ifdef BLUR
#define NUM_BLUR_SAMPLES 7
uniform vec2 Offsets[NUM_BLUR_SAMPLES];
uniform float Weights[NUM_BLUR_SAMPLES];
void main()
{
outColor = vec4(0);
for (int i = 0; i < NUM_BLUR_SAMPLES; ++i) {
float w = Weights[i];
vec2 o = Offsets[i];
outColor += w * texture(colorMap, outUV + o);
}
}
#endif
#ifdef HIPASS
uniform float Threshold = 0.95;
const vec3 Black = vec3(0, 0, 0);
void main()
{
vec3 c = texture(colorMap, outUV).rgb;
float gray = dot(c, c);
outColor = vec4(gray > Threshold ? c : Black, 1);
}
#endif
#ifdef COMPOSITE
uniform float alpha = 1.0;
void main()
{
outColor = alpha * texture(colorMap, outUV);
}
#endif
#endif