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authorRami Santina <[email protected]>2011-10-02 02:35:46 +0200
committerSven Gothel <[email protected]>2011-10-02 02:35:46 +0200
commit2689d5d6c892d197ba10240ee4c2e281032e6ade (patch)
tree5aff4821a62a7535360907958e10301b825f7494 /src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01b-xxx.fp
parent5e06a8d665c65554904f9358e5dc0fb01c120639 (diff)
tegra2: split fragment shaders into two (a - 1st pass, b - 2nd pass) ; disabled discard
- 1st pass (a) and 2nd pass (b), split at branch. - all include are on one level. - disabled discard, as it seems to be problematic Todo: - verify discard / pass-split on tegra2 - refect second pass usage (b) in implementation
Diffstat (limited to 'src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01b-xxx.fp')
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01b-xxx.fp53
1 files changed, 53 insertions, 0 deletions
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01b-xxx.fp b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01b-xxx.fp
new file mode 100644
index 000000000..59401289c
--- /dev/null
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01b-xxx.fp
@@ -0,0 +1,53 @@
+//Copyright 2010 JogAmp Community. All rights reserved.
+
+#include uniforms.glsl
+#include varyings.glsl
+#include consts.glsl
+
+const vec3 b_color = vec3(1.0, 1.0, 1.0);
+const vec4 tex_weights = vec4(0.075, 0.06, 0.045, 0.025);
+
+void main (void)
+{
+ vec2 rtex = vec2(abs(gcv_TexCoord.x),abs(gcv_TexCoord.y));
+ vec3 c = gcu_ColorStatic.rgb;
+
+ float alpha = 0.0;
+
+ vec2 dfx = dFdx(gcv_TexCoord);
+ vec2 dfy = dFdy(gcv_TexCoord);
+
+ vec2 size = 1.0/gcu_TextureSize;
+
+ rtex -= 5.0;
+ vec4 t = texture2D(gcu_TextureUnit, rtex)* 0.18;
+
+ t += texture2D(gcu_TextureUnit, rtex + size*(vec2(1, 0)))*tex_weights.x;
+ t += texture2D(gcu_TextureUnit, rtex - size*(vec2(1, 0)))*tex_weights.x;
+ t += texture2D(gcu_TextureUnit, rtex + size*(vec2(0, 1)))*tex_weights.x;
+ t += texture2D(gcu_TextureUnit, rtex - size*(vec2(0, 1)))*tex_weights.x;
+
+ t += texture2D(gcu_TextureUnit, rtex + 2.0*size*(vec2(1, 0)))*tex_weights.y;
+ t += texture2D(gcu_TextureUnit, rtex - 2.0*size*(vec2(1, 0)))*tex_weights.y;
+ t += texture2D(gcu_TextureUnit, rtex + 2.0*size*(vec2(0, 1)))*tex_weights.y;
+ t += texture2D(gcu_TextureUnit, rtex - 2.0*size*(vec2(0, 1)))*tex_weights.y;
+
+ t += texture2D(gcu_TextureUnit, rtex + 3.0*size*(vec2(1, 0)))*tex_weights.z;
+ t += texture2D(gcu_TextureUnit, rtex - 3.0*size*(vec2(1, 0)))*tex_weights.z;
+ t += texture2D(gcu_TextureUnit, rtex + 3.0*size*(vec2(0, 1)))*tex_weights.z;
+ t += texture2D(gcu_TextureUnit, rtex - 3.0*size*(vec2(0, 1)))*tex_weights.z;
+
+ t += texture2D(gcu_TextureUnit, rtex + 4.0*size*(vec2(1, 0)))*tex_weights.w;
+ t += texture2D(gcu_TextureUnit, rtex - 4.0*size*(vec2(1, 0)))*tex_weights.w;
+ t += texture2D(gcu_TextureUnit, rtex + 4.0*size*(vec2(0, 1)))*tex_weights.w;
+ t += texture2D(gcu_TextureUnit, rtex - 4.0*size*(vec2(0, 1)))*tex_weights.w;
+
+ /** discard freezes NV tegra2 compiler (TODO: dbl check)
+ if(t.w == 0.0){
+ discard;
+ } */
+
+ c = t.xyz;
+ alpha = gcu_Alpha * t.w;
+ gl_FragColor = vec4(c, alpha);
+}