Updated the shader sample (fixed "blur", added "edge")
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1273 4e206d99-4929-0410-ac5d-dfc041789085
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@ -6,11 +6,15 @@ void main()
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vec2 offx = vec2(offset, 0.0);
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vec2 offy = vec2(0.0, offset);
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vec4 c0 = texture2D(texture, gl_TexCoord[0].xy);
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vec4 c1 = texture2D(texture, gl_TexCoord[0].xy - offy);
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vec4 c2 = texture2D(texture, gl_TexCoord[0].xy + offy);
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vec4 c3 = texture2D(texture, gl_TexCoord[0].xy - offx);
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vec4 c4 = texture2D(texture, gl_TexCoord[0].xy + offx);
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vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * 1 +
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texture2D(texture, gl_TexCoord[0].xy - offx) * 2 +
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texture2D(texture, gl_TexCoord[0].xy + offx) * 2 +
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texture2D(texture, gl_TexCoord[0].xy - offy) * 2 +
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texture2D(texture, gl_TexCoord[0].xy + offy) * 2 +
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texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1 +
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texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1 +
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texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1 +
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texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1;
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gl_FragColor = gl_Color * (c0 * 0.2 + c1 * 0.2 + c2 * 0.2 + c3 * 0.2 + c4 * 0.2);
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gl_FragColor = gl_Color * (pixel / 13.0);
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}
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30
samples/bin/datas/shader/edge.sfx
Normal file
30
samples/bin/datas/shader/edge.sfx
Normal file
@ -0,0 +1,30 @@
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uniform sampler2D texture;
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uniform float threshold;
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void main()
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{
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const float offset = 1.0 / 512.0;
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vec2 offx = vec2(offset, 0.0);
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vec2 offy = vec2(0.0, offset);
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vec4 hEdge = texture2D(texture, gl_TexCoord[0].xy - offy) * -2.0 +
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texture2D(texture, gl_TexCoord[0].xy + offy) * 2.0 +
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texture2D(texture, gl_TexCoord[0].xy - offx - offy) * -1.0 +
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texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
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texture2D(texture, gl_TexCoord[0].xy + offx - offy) * -1.0 +
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texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
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vec4 vEdge = texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
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texture2D(texture, gl_TexCoord[0].xy + offx) * -2.0 +
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texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
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texture2D(texture, gl_TexCoord[0].xy - offx + offy) * -1.0 +
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texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
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texture2D(texture, gl_TexCoord[0].xy + offx + offy) * -1.0;
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float edge = sqrt(hEdge.rgb * hEdge.rgb + vEdge.rgb * vEdge.rgb);
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if (edge > threshold)
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gl_FragColor.rgb = vec3(0, 0, 0);
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else
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gl_FragColor.rgb = vec3(1, 1, 1);
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gl_FragColor.a = gl_Color.a * texture2D(texture, gl_TexCoord[0].xy).a;
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}
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