OpenSubdiv/examples/glPtexViewer/imageshader.glsl
manuelk c399655dcc Landing 3.0.0.alpha
Sync'ing the 'dev' branch with the 'feature_3.0dev' branch at commit 68c6d11fc36761ae1a5e6cdc3457be16f2e9704a

The branch 'feature_3.0dev' is now locked and preserved for historical purposes.
2014-09-05 15:07:46 -07:00

89 lines
2.4 KiB
GLSL

//
// 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.
//
//--------------------------------------------------------------
// 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