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authorHamed Zaghaghi <hamed.zaghaghi@gmail.com>2007-11-06 15:16:12 +0300
committerHamed Zaghaghi <hamed.zaghaghi@gmail.com>2007-11-06 15:16:12 +0300
commitaf169b41fda5fe05d62655b782674eda2bc565e7 (patch)
treef70303d83032dffdeca399e97659cfa91fcc5d0a /source/gameengine/Rasterizer/RAS_OpenGLFilters
parentaa774427f64916ef5713c01c5d23657b61a80003 (diff)
2d Filters updated, now you can use custom filter and write your own GLSL shader program to filter rendering result.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLFilters')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h8
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h8
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h8
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h4
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Invert2DFilter.h5
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h8
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h8
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h5
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h8
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h8
10 files changed, 34 insertions, 36 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h
index ae7f56174e6..2b0bdbc4351 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h
@@ -2,8 +2,8 @@
#define __RAS_BLUR2DFILTER
char * BlurFragmentShader=STRINGIFY(
-uniform sampler2D sampler0;
-uniform vec2 tc_offset[9];
+uniform sampler2D bgl_RenderedTexture;
+uniform vec2 bgl_TextureCoordinateOffset[9];
void main(void)
{
@@ -11,8 +11,8 @@ void main(void)
for (int i = 0; i < 9; i++)
{
- sample[i] = texture2D(sampler0,
- gl_TexCoord[0].st + tc_offset[i]);
+ sample[i] = texture2D(bgl_RenderedTexture,
+ gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
}
gl_FragColor = (sample[0] + (2.0*sample[1]) + sample[2] +
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h
index 6fd7f867d10..9cf233d549a 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h
@@ -2,8 +2,8 @@
#define __RAS_DILATION2DFILTER
char * DilationFragmentShader=STRINGIFY(
-uniform sampler2D sampler0;
-uniform vec2 tc_offset[9];
+uniform sampler2D bgl_RenderedTexture;
+uniform vec2 bgl_TextureCoordinateOffset[9];
void main(void)
{
@@ -12,8 +12,8 @@ void main(void)
for (int i = 0; i < 9; i++)
{
- sample[i] = texture2D(sampler0,
- gl_TexCoord[0].st + tc_offset[i]);
+ sample[i] = texture2D(bgl_RenderedTexture,
+ gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
maxValue = max(sample[i], maxValue);
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h
index a0fc7486447..667da14c10e 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h
@@ -2,8 +2,8 @@
#define __RAS_EROSION2DFILTER
char * ErosionFragmentShader=STRINGIFY(
-uniform sampler2D sampler0;
-uniform vec2 tc_offset[9];
+uniform sampler2D bgl_RenderedTexture;
+uniform vec2 bgl_TextureCoordinateOffset[9];
void main(void)
{
@@ -12,8 +12,8 @@ void main(void)
for (int i = 0; i < 9; i++)
{
- sample[i] = texture2D(sampler0,
- gl_TexCoord[0].st + tc_offset[i]);
+ sample[i] = texture2D(bgl_RenderedTexture,
+ gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
minValue = min(sample[i], minValue);
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h
index c6fc4a0214d..09f58c0a350 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h
@@ -2,11 +2,11 @@
#define __RAS_GRAYSCALE2DFILTER
char * GrayScaleFragmentShader=STRINGIFY(
-uniform sampler2D sampler0;
+uniform sampler2D bgl_RenderedTexture;
void main(void)
{
- vec4 texcolor = texture2D(sampler0, gl_TexCoord[0].st);
+ vec4 texcolor = texture2D(bgl_RenderedTexture, gl_TexCoord[0].st);
float gray = dot(texcolor.rgb, vec3(0.299, 0.587, 0.114));
gl_FragColor = vec4(gray, gray, gray, texcolor.a);
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Invert2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Invert2DFilter.h
index 34e6fe29cd3..c3b9ee117c0 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Invert2DFilter.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Invert2DFilter.h
@@ -2,12 +2,11 @@
#define __RAS_INVERT2DFILTER
char * InvertFragmentShader=STRINGIFY(
-uniform sampler2D sampler0;
-uniform vec2 offset[9];
+uniform sampler2D bgl_RenderedTexture;
void main(void)
{
- vec4 texcolor = texture2D(sampler0, gl_TexCoord[0].st);
+ vec4 texcolor = texture2D(bgl_RenderedTexture, gl_TexCoord[0].st);
gl_FragColor.rgb = 1.0 - texcolor.rgb;
gl_FragColor.a = texcolor.a;
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h
index f5b44a69c13..684ac4399fa 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h
@@ -2,8 +2,8 @@
#define __RAS_LAPLACION2DFILTER
char * LaplacionFragmentShader=STRINGIFY(
-uniform sampler2D sampler0;
-uniform vec2 tc_offset[9];
+uniform sampler2D bgl_RenderedTexture;
+uniform vec2 bgl_TextureCoordinateOffset[9];
void main(void)
{
@@ -11,8 +11,8 @@ void main(void)
for (int i = 0; i < 9; i++)
{
- sample[i] = texture2D(sampler0,
- gl_TexCoord[0].st + tc_offset[i]);
+ sample[i] = texture2D(bgl_RenderedTexture,
+ gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
}
gl_FragColor = (sample[4] * 8.0) -
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h
index a6897bd33d4..c4b344b2ded 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h
@@ -2,8 +2,8 @@
#define __RAS_PREWITT2DFILTER
char * PrewittFragmentShader=STRINGIFY(
-uniform sampler2D sampler0;
-uniform vec2 tc_offset[9];
+uniform sampler2D bgl_RenderedTexture;
+uniform vec2 bgl_TextureCoordinateOffset[9];
void main(void)
{
@@ -11,8 +11,8 @@ void main(void)
for (int i = 0; i < 9; i++)
{
- sample[i] = texture2D(sampler0,
- gl_TexCoord[0].st + tc_offset[i]);
+ sample[i] = texture2D(bgl_RenderedTexture,
+ gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
}
vec4 horizEdge = sample[2] + sample[5] + sample[8] -
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h
index cfff00e1287..4ba91b85784 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h
@@ -2,12 +2,11 @@
#define __RAS_SEPIA2DFILTER
char * SepiaFragmentShader=STRINGIFY(
-uniform sampler2D sampler0;
-uniform vec2 offset[9];
+uniform sampler2D bgl_RenderedTexture;
void main(void)
{
- vec4 texcolor = texture2D(sampler0, gl_TexCoord[0].st);
+ vec4 texcolor = texture2D(bgl_RenderedTexture, gl_TexCoord[0].st);
float gray = dot(texcolor.rgb, vec3(0.299, 0.587, 0.114));
gl_FragColor = vec4(gray * vec3(1.2, 1.0, 0.8), texcolor.a);
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h
index 640983482a9..685471aab07 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h
@@ -2,8 +2,8 @@
#define __RAS_SHARPEN2DFILTER
char * SharpenFragmentShader=STRINGIFY(
-uniform sampler2D sampler0;
-uniform vec2 tc_offset[9];
+uniform sampler2D bgl_RenderedTexture;
+uniform vec2 bgl_TextureCoordinateOffset[9];
void main(void)
{
@@ -11,8 +11,8 @@ void main(void)
for (int i = 0; i < 9; i++)
{
- sample[i] = texture2D(sampler0,
- gl_TexCoord[0].st + tc_offset[i]);
+ sample[i] = texture2D(bgl_RenderedTexture,
+ gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
}
gl_FragColor = (sample[4] * 9.0) -
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h
index da1d34713c9..93480afb250 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h
@@ -2,8 +2,8 @@
#define __RAS_SOBEL2DFILTER
char * SobelFragmentShader=STRINGIFY(
-uniform sampler2D sampler0;
-uniform vec2 tc_offset[9];
+uniform sampler2D bgl_RenderedTexture;
+uniform vec2 bgl_TextureCoordinateOffset[9];
void main(void)
{
@@ -11,8 +11,8 @@ void main(void)
for (int i = 0; i < 9; i++)
{
- sample[i] = texture2D(sampler0,
- gl_TexCoord[0].st + tc_offset[i]);
+ sample[i] = texture2D(bgl_RenderedTexture,
+ gl_TexCoord[0].st + bgl_TextureCoordinateOffset[i]);
}
vec4 horizEdge = sample[2] + (2.0*sample[5]) + sample[8] -