git-svn-id: svn://db.shs.com.ru/libs@50 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2015-11-27 13:33:09 +00:00
parent 57d7920d8a
commit 8f3506b4a0
16 changed files with 215 additions and 25 deletions

View File

@@ -0,0 +1,8 @@
#version 150
uniform sampler2D t0;
uniform float factor = 1.;
void main(void) {
qgl_FragData[0].rgb = max(texelFetch(t0, ivec2(gl_FragCoord.xy), 0).rgb - vec3(0.8), vec3(0.)) * factor;
}

View File

@@ -0,0 +1,6 @@
#version 150
void main(void) {
qgl_FragTexture = qgl_Texture;
gl_Position = qgl_ftransform();
}

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@@ -0,0 +1,33 @@
#version 150
uniform sampler2D t0;
uniform int radius = 2;
void main(void) {
ivec2 tc = ivec2(gl_FragCoord.xy);
float r = float(radius);
int o = radius, o2 = radius * 2;
vec3 scol = (texelFetch(t0, tc, 0).rgb * 3. +
texelFetch(t0, tc + ivec2( o, 0 ), 0).rgb * 2. +
texelFetch(t0, tc + ivec2( 0, o ), 0).rgb * 2. +
texelFetch(t0, tc + ivec2( -o, 0 ), 0).rgb * 2. +
texelFetch(t0, tc + ivec2( 0, -o), 0).rgb * 2. +
texelFetch(t0, tc + ivec2( o, o ), 0).rgb * 1.5 +
texelFetch(t0, tc + ivec2( o, -o), 0).rgb * 1.5 +
texelFetch(t0, tc + ivec2( -o, -o ), 0).rgb * 1.5 +
texelFetch(t0, tc + ivec2( -o, o ), 0).rgb * 1.5 +
texelFetch(t0, tc + ivec2( o2, 0 ), 0).rgb +
texelFetch(t0, tc + ivec2( 0, o2), 0).rgb +
texelFetch(t0, tc + ivec2(-o2, 0 ), 0).rgb +
texelFetch(t0, tc + ivec2( 0, -o2), 0).rgb +
texelFetch(t0, tc + ivec2( o2, o ), 0).rgb +
texelFetch(t0, tc + ivec2( o2, -o), 0).rgb +
texelFetch(t0, tc + ivec2(-o2, -o ), 0).rgb +
texelFetch(t0, tc + ivec2(-o2, o ), 0).rgb +
texelFetch(t0, tc + ivec2( o, o2), 0).rgb +
texelFetch(t0, tc + ivec2( o, -o2), 0).rgb +
texelFetch(t0, tc + ivec2( -o, -o2), 0).rgb +
texelFetch(t0, tc + ivec2( -o, o2), 0).rgb) / 29.;
qgl_FragData[0].rgb = scol;
//qgl_FragData[0].rgb = vec3(r/10.);
}

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@@ -0,0 +1,6 @@
#version 150
void main(void) {
qgl_FragTexture = qgl_Texture;
gl_Position = qgl_ftransform();
}

View File

@@ -55,13 +55,16 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
void main(void) {
//if (d == 1.) discard;
vec2 tc = qgl_FragTexture.xy;
vec4 v0 = texture2D(t0, tc);
ivec2 tc = ivec2(gl_FragCoord.xy);
vec4 v0 = texture2D(t0, qgl_FragTexture.xy);
if (v0.w == 0.) {
qgl_FragData[0] = back_color;
return;
}
vec4 v1 = texture2D(t1, tc), v2 = texture2D(t2, tc), v3 = texture2D(t3, tc), v4 = texture2D(t4, tc);
vec4 v1 = texelFetch(t1, tc, 0),
v2 = texelFetch(t2, tc, 0),
v3 = texelFetch(t3, tc, 0),
v4 = texelFetch(t4, tc, 0);
vec2 sp = gl_FragCoord.xy * dt * 2 - vec2(1, 1);
vec3 dc = v0.rgb, n = v1.xyz * 2. - vec3(1.);
float height = v2.w;

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@@ -0,0 +1,7 @@
#version 150
uniform sampler2D t0, t1;
void main(void) {
qgl_FragData[0].rgb = texelFetch(t0, ivec2(gl_FragCoord.xy), 0).rgb + texelFetch(t1, ivec2(gl_FragCoord.xy), 0).rgb;
}

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@@ -0,0 +1,6 @@
#version 150
void main(void) {
qgl_FragTexture = qgl_Texture;
gl_Position = qgl_ftransform();
}

View File

@@ -16,7 +16,7 @@ vec3 Uncharted2Tonemap(vec3 x) {
}
void main(void) {
vec3 inColor = texture(t0, qgl_FragTexture.xy).rgb;
vec3 inColor = texelFetch(t0, ivec2(gl_FragCoord.xy), 0).rgb;
inColor *= exposure;
float ExposureBias = 1;
vec3 curr = Uncharted2Tonemap(ExposureBias*inColor);

View File

@@ -8,7 +8,7 @@ uniform int steps = 8;
void main(void) {
vec2 cdt = dt / steps;
vec2 ct = qgl_FragTexture.xy;
vec3 speed = texture(ts, ct).rgb * 256 * factor;
vec3 speed = texelFetch(ts, ivec2(gl_FragCoord.xy), 0).rgb * 256 * factor;
int hsteps = steps / 2;
ct -= speed.xy * cdt * hsteps;
vec3 scol = vec3(0);//texture(t0, ct).rgb;

View File

@@ -6,11 +6,11 @@ uniform sampler2D t0;
uniform float fill;
void main(void) {
vec2 tc = qgl_FragTexture.xy;
vec4 ds0 = abs(textureLodOffset(t0, tc, 0., ivec2(-1, 0)) - selected);
vec4 ds1 = abs(textureLodOffset(t0, tc, 0., ivec2( 1, 0)) - selected);
vec4 ds2 = abs(textureLodOffset(t0, tc, 0., ivec2(0, -1)) - selected);
vec4 ds3 = abs(textureLodOffset(t0, tc, 0., ivec2(0, 1)) - selected);
ivec2 tc = ivec2(gl_FragCoord.xy);
vec4 ds0 = abs(texelFetchOffset(t0, tc, 0, ivec2(-1, 0)) - selected);
vec4 ds1 = abs(texelFetchOffset(t0, tc, 0, ivec2( 1, 0)) - selected);
vec4 ds2 = abs(texelFetchOffset(t0, tc, 0, ivec2(0, -1)) - selected);
vec4 ds3 = abs(texelFetchOffset(t0, tc, 0, ivec2(0, 1)) - selected);
float d0 = dot(ds0, vec4(1., 1., 1., 1.)), d1 = dot(ds1, vec4(1., 1., 1., 1.)), d2 = dot(ds2, vec4(1., 1., 1., 1.)), d3 = dot(ds3, vec4(1., 1., 1., 1.));
float vs = step(1e-6, d0 + d1 + d2 + d3);
float vm = step(1e-3, (d0 * 255.) * (d1 * 255.) * (d2 * 255.) * (d3 * 255.));