diff options
Diffstat (limited to 'src/jogl/classes/jogamp')
-rw-r--r-- | src/jogl/classes/jogamp/graph/curve/opengl/VBORegion2PVBAAES2.java | 4 | ||||
-rw-r--r-- | src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_bforce_even.glsl (renamed from src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_allequal.glsl) | 128 | ||||
-rw-r--r-- | src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_bforce_odd.glsl | 87 |
3 files changed, 153 insertions, 66 deletions
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/VBORegion2PVBAAES2.java b/src/jogl/classes/jogamp/graph/curve/opengl/VBORegion2PVBAAES2.java index 090623444..24fa09058 100644 --- a/src/jogl/classes/jogamp/graph/curve/opengl/VBORegion2PVBAAES2.java +++ b/src/jogl/classes/jogamp/graph/curve/opengl/VBORegion2PVBAAES2.java @@ -167,7 +167,7 @@ public class VBORegion2PVBAAES2 extends GLRegion { } rsLocal.update(gl, rs, updateLocLocal, renderModes, false, true); rs.updateUniformDataLoc(gl, updateLocLocal, false /* updateData */, gcu_FboTexUnit, true); // FIXME always update if changing tex-unit - rs.updateUniformLoc(gl, updateLocLocal, gcu_FboTexSize, true); + rs.updateUniformLoc(gl, updateLocLocal, gcu_FboTexSize, sampleCount > 1); // maybe optimized away for sampleCount <= 1 } } @@ -576,7 +576,7 @@ public class VBORegion2PVBAAES2 extends GLRegion { fbo.reset(gl, fboWidth, fboHeight); // Shall not use bilinear (GL_LINEAR), due to own VBAA. Result is smooth w/o it now! // FIXME: FXAA requires bilinear filtering! - // texA = fbo.attachTexture2D(gl, 0, true, GL2ES2.GL_LINEAR, GL2ES2.GL_LINEAR, GL2ES2.GL_CLAMP_TO_EDGE, GL2ES2.GL_CLAMP_TO_EDGE); + // texA = fbo.attachTexture2D(gl, 0, true, GL.GL_LINEAR, GL.GL_LINEAR, GL.GL_CLAMP_TO_EDGE, GL.GL_CLAMP_TO_EDGE); texA = fbo.attachTexture2D(gl, 0, true, GL.GL_NEAREST, GL.GL_NEAREST, GL.GL_CLAMP_TO_EDGE, GL.GL_CLAMP_TO_EDGE); if( !blendingEnabled ) { // no depth-buffer w/ blending diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_allequal.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_bforce_even.glsl index 0272c1f9f..ba7611a06 100644 --- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_allequal.glsl +++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_bforce_even.glsl @@ -13,77 +13,77 @@ vec4 t; // SampleCount 2 -> 4x - t = texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-0.5, -0.5)))*sample_weight; // NW - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-0.5, 0.5)))*sample_weight; // SW - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 0.5, 0.5)))*sample_weight; // SE - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 0.5, -0.5)))*sample_weight; // NE + t = texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-0.5, -0.5))*sample_weight; // NW + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-0.5, 0.5))*sample_weight; // SW + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 0.5, 0.5))*sample_weight; // SE + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 0.5, -0.5))*sample_weight; // NE #if SAMPLE_COUNT > 2 // SampleCount 4 -> +12x = 16p - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-1.5, -1.5)))*sample_weight; // NW -> SW Edge - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-1.5, -0.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-1.5, 0.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-1.5, 1.5)))*sample_weight; // SW -> SE Edge - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-0.5, 1.5)))*sample_weight; // - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 0.5, 1.5)))*sample_weight; // - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 1.5, 1.5)))*sample_weight; // SE -> NE Edge - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 1.5, 0.5)))*sample_weight; // - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 1.5, -0.5)))*sample_weight; // - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 1.5, -1.5)))*sample_weight; // NE -> NW Edge - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 0.5, -1.5)))*sample_weight; // - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-0.5, -1.5)))*sample_weight; // NW - 1 (closed) + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-1.5, -1.5))*sample_weight; // NW -> SW Edge + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-1.5, -0.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-1.5, 0.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-1.5, 1.5))*sample_weight; // SW -> SE Edge + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-0.5, 1.5))*sample_weight; // + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 0.5, 1.5))*sample_weight; // + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 1.5, 1.5))*sample_weight; // SE -> NE Edge + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 1.5, 0.5))*sample_weight; // + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 1.5, -0.5))*sample_weight; // + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 1.5, -1.5))*sample_weight; // NE -> NW Edge + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 0.5, -1.5))*sample_weight; // + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-0.5, -1.5))*sample_weight; // NW - 1 (closed) #if SAMPLE_COUNT > 4 // SampleCount 6 -> +20x = 36p - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-2.5, -2.5)))*sample_weight; // NW -> SW Edge - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-2.5, -1.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-2.5, -0.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-2.5, 0.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-2.5, 1.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-2.5, 2.5)))*sample_weight; // SW -> SE Edge - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-1.5, 2.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-0.5, 2.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 0.5, 2.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 1.5, 2.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 2.5, 2.5)))*sample_weight; // SE -> NE Edge - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 2.5, 1.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 2.5, 0.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 2.5, -0.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 2.5, -1.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 2.5, -2.5)))*sample_weight; // NE -> NW Edge - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 1.5, -2.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 0.5, -2.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-0.5, -2.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-1.5, -2.5)))*sample_weight; // NW - 1 (closed) + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-2.5, -2.5))*sample_weight; // NW -> SW Edge + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-2.5, -1.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-2.5, -0.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-2.5, 0.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-2.5, 1.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-2.5, 2.5))*sample_weight; // SW -> SE Edge + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-1.5, 2.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-0.5, 2.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 0.5, 2.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 1.5, 2.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 2.5, 2.5))*sample_weight; // SE -> NE Edge + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 2.5, 1.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 2.5, 0.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 2.5, -0.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 2.5, -1.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 2.5, -2.5))*sample_weight; // NE -> NW Edge + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 1.5, -2.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 0.5, -2.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-0.5, -2.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-1.5, -2.5))*sample_weight; // NW - 1 (closed) #if SAMPLE_COUNT > 6 // SampleCount 8 -> +28x = 64p - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-3.5, -3.5)))*sample_weight; // NW -> SW Edge - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-3.5, -2.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-3.5, -1.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-3.5, -0.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-3.5, 0.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-3.5, 1.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-3.5, 2.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-3.5, 3.5)))*sample_weight; // SW -> SE Edge - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-2.5, 3.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-1.5, 3.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-0.5, 3.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 0.5, 3.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 1.5, 3.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 2.5, 3.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 3.5, 3.5)))*sample_weight; // SE -> NE Edge - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 3.5, 2.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 3.5, 1.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 3.5, 0.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 3.5, -0.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 3.5, -1.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 3.5, -2.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 3.5, -3.5)))*sample_weight; // NE -> NW Edge - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 2.5, -3.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 1.5, -3.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2( 0.5, -3.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-0.5, -3.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-1.5, -3.5)))*sample_weight; - t += texture2D(gcu_FboTexUnit, texCoord + psize*(vec2(-2.5, -3.5)))*sample_weight; // NW - 1 (closed) + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-3.5, -3.5))*sample_weight; // NW -> SW Edge + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-3.5, -2.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-3.5, -1.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-3.5, -0.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-3.5, 0.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-3.5, 1.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-3.5, 2.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-3.5, 3.5))*sample_weight; // SW -> SE Edge + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-2.5, 3.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-1.5, 3.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-0.5, 3.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 0.5, 3.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 1.5, 3.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 2.5, 3.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 3.5, 3.5))*sample_weight; // SE -> NE Edge + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 3.5, 2.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 3.5, 1.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 3.5, 0.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 3.5, -0.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 3.5, -1.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 3.5, -2.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 3.5, -3.5))*sample_weight; // NE -> NW Edge + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 2.5, -3.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 1.5, -3.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 0.5, -3.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-0.5, -3.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-1.5, -3.5))*sample_weight; + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-2.5, -3.5))*sample_weight; // NW - 1 (closed) #endif #endif #endif diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_bforce_odd.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_bforce_odd.glsl new file mode 100644 index 000000000..7adf111d5 --- /dev/null +++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_bforce_odd.glsl @@ -0,0 +1,87 @@ + // Pass-2: AA on Texture + // Note: gcv_FboTexCoord is in center of sample pixels. + + // float sample_count = gcu_FboTexSize.z; + vec2 psize = 1.0 / gcu_FboTexSize.xy; // pixel size + + // Not only the poles (NW, SW, ..) but the whole edge! + const float sample_weight = 1.0 / ( sample_count * sample_count ); + + // const vec4 tex_weights = vec4(0.075, 0.06, 0.045, 0.025); + vec2 texCoord = gcv_FboTexCoord.st; + + vec4 t; + + // SampleCount 1 -> 1x (raster 1x1) + t += texture2D(gcu_FboTexUnit, texCoord)*sample_weight; // CENTER + + #if SAMPLE_COUNT > 1 + // SampleCount 3 -> +8x = 9p (raster 3x3) + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-1.0, -1.0))*sample_weight; // top line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 0.0, -1.0))*sample_weight; // top line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 1.0, -1.0))*sample_weight; // top line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-1.0, 0.0))*sample_weight; // Center Left + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 1.0, 0.0))*sample_weight; // Center Right + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-1.0, 1.0))*sample_weight; // bottom line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 0.0, 1.0))*sample_weight; // bottom line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 1.0, 1.0))*sample_weight; // bottom line + + #if SAMPLE_COUNT > 3 + // SampleCount 5 -> +16x = 25p (raster 5x5) + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-2.0, -1.0))*sample_weight; // top line - 1 + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 2.0, -1.0))*sample_weight; // top line - 1 + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-2.0, 0.0))*sample_weight; // Center Left + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 2.0, 0.0))*sample_weight; // Center Right + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-2.0, 1.0))*sample_weight; // bottom line - 1 + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 2.0, 1.0))*sample_weight; // bottom line - 1 + + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-2.0, -2.0))*sample_weight; // top line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-1.0, -2.0))*sample_weight; // top line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 0.0, -2.0))*sample_weight; // top line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 1.0, -2.0))*sample_weight; // top line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 2.0, -2.0))*sample_weight; // top line + + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-2.0, 2.0))*sample_weight; // bottom line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-1.0, 2.0))*sample_weight; // bottom line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 0.0, 2.0))*sample_weight; // bottom line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 1.0, 2.0))*sample_weight; // bottom line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 2.0, 2.0))*sample_weight; // bottom line + + #if SAMPLE_COUNT > 5 + // SampleCount 7 -> +24x = 49p (raster 7x7) + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-3.0, -2.0))*sample_weight; // top line - 1 + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 3.0, -2.0))*sample_weight; // top line - 1 + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-3.0, -1.0))*sample_weight; // top line - 2 + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 3.0, -1.0))*sample_weight; // top line - 2 + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-3.0, 0.0))*sample_weight; // Center Left + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 3.0, 0.0))*sample_weight; // Center Right + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-3.0, 1.0))*sample_weight; // bottom line - 2 + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 3.0, 1.0))*sample_weight; // bottom line - 2 + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-3.0, 2.0))*sample_weight; // bottom line - 1 + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 3.0, 2.0))*sample_weight; // bottom line - 1 + + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-3.0, -3.0))*sample_weight; // top line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-2.0, -3.0))*sample_weight; // top line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-1.0, -3.0))*sample_weight; // top line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 0.0, -3.0))*sample_weight; // top line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 1.0, -3.0))*sample_weight; // top line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 2.0, -3.0))*sample_weight; // top line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 3.0, -3.0))*sample_weight; // top line + + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-3.0, 3.0))*sample_weight; // bottom line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-2.0, 3.0))*sample_weight; // bottom line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2(-1.0, 3.0))*sample_weight; // bottom line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 0.0, 3.0))*sample_weight; // bottom line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 1.0, 3.0))*sample_weight; // bottom line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 2.0, 3.0))*sample_weight; // bottom line + t += texture2D(gcu_FboTexUnit, texCoord + psize*vec2( 3.0, 3.0))*sample_weight; // bottom line + #endif + #endif + #endif + #if 0 + if(t.w == 0.0){ + discard; // discard freezes NV tegra2 compiler + } + #endif + + mgl_FragColor = t; |