diff options
author | Hamed Zaghaghi <hamed.zaghaghi@gmail.com> | 2007-10-23 00:24:26 +0400 |
---|---|---|
committer | Hamed Zaghaghi <hamed.zaghaghi@gmail.com> | 2007-10-23 00:24:26 +0400 |
commit | 21eb3e11e0d4d42d23de6c27a5cdf83d36ac0774 (patch) | |
tree | df6641f49358a6f2cb401b095a185a7e149edcc5 /source/gameengine/Rasterizer | |
parent | e979e6ee4d509665a3746959cbff95f47b0463db (diff) |
2d-Filters feature and actuators.
Diffstat (limited to 'source/gameengine/Rasterizer')
13 files changed, 585 insertions, 2 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp new file mode 100644 index 00000000000..740a4d7a6b3 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp @@ -0,0 +1,285 @@ + +#define STRINGIFY(A) #A + +#include "RAS_OpenGLFilters/RAS_Blur2DFilter.h" +#include "RAS_OpenGLFilters/RAS_Sharpen2DFilter.h" +#include "RAS_OpenGLFilters/RAS_Dilation2DFilter.h" +#include "RAS_OpenGLFilters/RAS_Erosion2DFilter.h" +#include "RAS_OpenGLFilters/RAS_Laplacian2DFilter.h" +#include "RAS_OpenGLFilters/RAS_Sobel2DFilter.h" +#include "RAS_OpenGLFilters/RAS_Prewitt2DFilter.h" +#include "RAS_OpenGLFilters/RAS_GrayScale2DFilter.h" +#include "RAS_OpenGLFilters/RAS_Sepia2DFilter.h" +#include "RAS_OpenGLFilters/RAS_Invert2DFilter.h" + +#include "RAS_ICanvas.h" +#include "RAS_2DFilterManager.h" +#include <iostream> + +#ifdef WIN32 +// OpenGL gl.h needs 'windows.h' on windows platforms +#include <windows.h> +#endif //WIN32 +#ifdef __APPLE__ +#define GL_GLEXT_LEGACY 1 +#include <OpenGL/gl.h> +#else +#include <GL/gl.h> +#endif + +#include "RAS_OpenGLRasterizer/RAS_GLExtensionManager.h" + +#ifdef HAVE_CONFIG_H +#include <config.h> +#endif + + +RAS_2DFilterManager::RAS_2DFilterManager(): +texturewidth(-1), textureheight(-1), +canvaswidth(-1), canvasheight(-1), +numberoffilters(0),texname(-1) +{ + isshadersupported = bgl::QueryVersion(2,0); + if(!isshadersupported) + { + std::cout<<"shaders not supported!" << std::endl; + return; + } + + int passindex; + for(passindex =0; passindex<MAX_RENDER_PASS; passindex++) + m_filters[passindex] = 0; + + int programindex; + for(programindex=0; programindex<RAS_2DFILTER_NUMBER_OF_FILTERS; programindex++) + m_programs[programindex] = 0; + +} + +RAS_2DFilterManager::~RAS_2DFilterManager() +{ +} + +unsigned int RAS_2DFilterManager::CreateShaderProgram(char* shadersource) +{ + GLuint program; + GLuint fShader = bgl::blCreateShaderObjectARB(GL_FRAGMENT_SHADER); + GLint success; + + bgl::blShaderSourceARB(fShader, 1, (const char**)&shadersource, NULL); + + bgl::blCompileShaderARB(fShader); + + bgl::blGetObjectParameterivARB(fShader, GL_COMPILE_STATUS, &success); + if(!success) + { + /*Shader Comile Error*/ + std::cout << "2dFilters - Shader compile error" << std::endl; + return 0; + } + + program = bgl::blCreateProgramObjectARB(); + bgl::blAttachObjectARB(program, fShader); + + bgl::blLinkProgramARB(program); + bgl::blGetObjectParameterivARB(program, GL_LINK_STATUS, &success); + if (!success) + { + /*Program Link Error*/ + std::cout << "2dFilters - Shader program link error" << std::endl; + return 0; + } + + bgl::blValidateProgramARB(program); + bgl::blGetObjectParameterivARB(program, GL_VALIDATE_STATUS, &success); + if (!success) + { + /*Program Validation Error*/ + std::cout << "2dFilters - Shader program validation error" << std::endl; + return 0; + } + return program; +} + +unsigned int RAS_2DFilterManager::CreateShaderProgram(int filtermode) +{ + switch(filtermode) + { + case RAS_2DFILTER_BLUR: + return CreateShaderProgram(BlurFragmentShader); + case RAS_2DFILTER_SHARPEN: + return CreateShaderProgram(SharpenFragmentShader); + case RAS_2DFILTER_DILATION: + return CreateShaderProgram(DilationFragmentShader); + case RAS_2DFILTER_EROSION: + return CreateShaderProgram(ErosionFragmentShader); + case RAS_2DFILTER_LAPLACIAN: + return CreateShaderProgram(LaplacionFragmentShader); + case RAS_2DFILTER_SOBEL: + return CreateShaderProgram(SobelFragmentShader); + case RAS_2DFILTER_PREWITT: + return CreateShaderProgram(PrewittFragmentShader); + case RAS_2DFILTER_GRAYSCALE: + return CreateShaderProgram(GrayScaleFragmentShader); + case RAS_2DFILTER_SEPIA: + return CreateShaderProgram(SepiaFragmentShader); + case RAS_2DFILTER_INVERT: + return CreateShaderProgram(InvertFragmentShader); + } + return 0; +} + +void RAS_2DFilterManager::StartShaderProgram(int filtermode) +{ + GLint uniformLoc; + bgl::blUseProgramObjectARB(m_programs[filtermode]); + uniformLoc = bgl::blGetUniformLocationARB(m_programs[filtermode], "sampler0"); + if (uniformLoc != -1) + { + bgl::blUniform1iARB(uniformLoc, 0); + } + uniformLoc = bgl::blGetUniformLocationARB(m_programs[filtermode], "tc_offset"); + if (uniformLoc != -1) + { + bgl::blUniform2fvARB(uniformLoc, 9, textureoffsets); + } +} + +void RAS_2DFilterManager::EndShaderProgram() +{ + bgl::blUseProgramObjectARB(0); +} + +void RAS_2DFilterManager::SetupTexture() +{ + if(texname!=-1) + { + glDeleteTextures(1,&texname); + } + glGenTextures(1, &texname); + glBindTexture(GL_TEXTURE_2D, texname); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texturewidth, textureheight, 0, GL_RGB, + GL_UNSIGNED_BYTE, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); +} + +void RAS_2DFilterManager::UpdateOffsetMatrix(int width, int height) +{ + canvaswidth = texturewidth = width; + canvasheight = textureheight = height; + + GLint i,j; + i = 0; + while ((1 << i) <= texturewidth) + i++; + texturewidth = (1 << (i)); + + // Now for height + i = 0; + while ((1 << i) <= textureheight) + i++; + textureheight = (1 << (i)); + + GLfloat xInc = 1.0f / (GLfloat)texturewidth; + GLfloat yInc = 1.0f / (GLfloat)textureheight; + + for (i = 0; i < 3; i++) + { + for (j = 0; j < 3; j++) + { + textureoffsets[(((i*3)+j)*2)+0] = (-1.0f * xInc) + ((GLfloat)i * xInc); + textureoffsets[(((i*3)+j)*2)+1] = (-1.0f * yInc) + ((GLfloat)j * yInc); + } + } + + SetupTexture(); +} + +void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas) +{ + if(numberoffilters<=0 || !isshadersupported) + return; + + if(canvaswidth != canvas->GetWidth() || canvasheight != canvas->GetHeight()) + { + UpdateOffsetMatrix(canvas->GetWidth(), canvas->GetHeight()); + } + GLuint viewport[4]={0}; + + int passindex; + bool first = true; + for(passindex =0; passindex<MAX_RENDER_PASS; passindex++) + { + if(m_filters[passindex]) + { + if(first) + { + glGetIntegerv(GL_VIEWPORT,(int*)viewport); + glViewport(0, 0, texturewidth, textureheight); + + glDisable(GL_DEPTH_TEST); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + first = false; + } + + StartShaderProgram(m_filters[passindex]); + + glBindTexture(GL_TEXTURE_2D, texname); + glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, texturewidth, textureheight, 0); + + glClear(GL_COLOR_BUFFER_BIT); + + glBegin(GL_QUADS); + glColor4f(1.f, 1.f, 1.f, 1.f); + glTexCoord2f(1.0, 1.0); glVertex2f(1,1); + glTexCoord2f(0.0, 1.0); glVertex2f(-1,1); + glTexCoord2f(0.0, 0.0); glVertex2f(-1,-1); + glTexCoord2f(1.0, 0.0); glVertex2f(1,-1); + glEnd(); + } + } + + if(!first) + { + glEnable(GL_DEPTH_TEST); + glViewport(viewport[0],viewport[1],viewport[2],viewport[3]); + EndShaderProgram(); + } +} + +void RAS_2DFilterManager::EnableFilter(RAS_2DFILTER_MODE mode, int pass) +{ + if(!isshadersupported) + return; + if( pass == -1) + { + if(m_programs[mode] == 0) + m_programs[mode] = CreateShaderProgram(mode); + } + else if( pass < MAX_RENDER_PASS ) + { + if(mode == RAS_2DFILTER_NOFILTER ) + { + if(m_filters[pass] != 0) + numberoffilters--; + m_filters[pass] = 0; + } + else + { + if(!m_programs[mode]) + m_programs[mode] = CreateShaderProgram(mode); + if(m_programs[mode]) + { + if(m_filters[pass] == 0) + numberoffilters++; + m_filters[pass] = mode; + } + } + } +} diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.h b/source/gameengine/Rasterizer/RAS_2DFilterManager.h new file mode 100644 index 00000000000..e2d9dce170e --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.h @@ -0,0 +1,59 @@ +#ifndef __RAS_I2DFILTER +#define __RAS_I2DFILTER + + + +#define MAX_RENDER_PASS 100 + +class RAS_2DFilterManager +{ +private: + unsigned int CreateShaderProgram(char* shadersource); + unsigned int CreateShaderProgram(int filtermode); + void StartShaderProgram(int filtermode); + void EndShaderProgram(); + + float textureoffsets[18]; + float view[4]; + unsigned int texname; + int texturewidth; + int textureheight; + int canvaswidth; + int canvasheight; + int numberoffilters; + + bool isshadersupported; +public: + enum RAS_2DFILTER_MODE { + RAS_2DFILTER_NOFILTER = 0, + RAS_2DFILTER_MOTIONBLUR, + RAS_2DFILTER_BLUR, + RAS_2DFILTER_SHARPEN, + RAS_2DFILTER_DILATION, + RAS_2DFILTER_EROSION, + RAS_2DFILTER_LAPLACIAN, + RAS_2DFILTER_SOBEL, + RAS_2DFILTER_PREWITT, + RAS_2DFILTER_GRAYSCALE, + RAS_2DFILTER_SEPIA, + RAS_2DFILTER_INVERT, + RAS_2DFILTER_NUMBER_OF_FILTERS + }; + + int m_filters[MAX_RENDER_PASS]; + + unsigned int m_programs[RAS_2DFILTER_NUMBER_OF_FILTERS]; + + RAS_2DFilterManager(); + + ~RAS_2DFilterManager(); + + void SetupTexture(); + + void UpdateOffsetMatrix(int width, int height); + + void RenderFilters(RAS_ICanvas* canvas); + + void EnableFilter(RAS_2DFILTER_MODE mode, int pass); +}; +#endif diff --git a/source/gameengine/Rasterizer/RAS_IRenderTools.h b/source/gameengine/Rasterizer/RAS_IRenderTools.h index 114783b9a47..e7cb1c9176f 100644 --- a/source/gameengine/Rasterizer/RAS_IRenderTools.h +++ b/source/gameengine/Rasterizer/RAS_IRenderTools.h @@ -34,6 +34,7 @@ #include "MT_Transform.h" #include "RAS_IRasterizer.h" +#include "RAS_2DFilterManager.h" #include <vector> #include <algorithm> @@ -41,6 +42,7 @@ class RAS_IPolyMaterial; struct RAS_LightObject; + class RAS_IRenderTools { @@ -52,7 +54,8 @@ protected: bool m_modified; std::vector<struct RAS_LightObject*> m_lights; - + + RAS_2DFilterManager m_filtermanager; public: enum RAS_TEXT_RENDER_MODE { @@ -61,7 +64,7 @@ public: RAS_TEXT_PADDED, RAS_TEXT_MAX }; - + RAS_IRenderTools( ) : m_clientobject(NULL), @@ -178,6 +181,14 @@ public: void MotionBlur(RAS_IRasterizer* rasterizer)=0; + virtual + void + Update2DFilter(RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass)=0; + + virtual + void + Render2DFilters(RAS_ICanvas* canvas)=0; + virtual class RAS_IPolyMaterial* CreateBlenderPolyMaterial( @@ -200,3 +211,4 @@ public: #endif //__RAS_IRENDERTOOLS + diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h new file mode 100644 index 00000000000..ae7f56174e6 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Blur2DFilter.h @@ -0,0 +1,24 @@ +#ifndef __RAS_BLUR2DFILTER +#define __RAS_BLUR2DFILTER + +char * BlurFragmentShader=STRINGIFY( +uniform sampler2D sampler0; +uniform vec2 tc_offset[9]; + +void main(void) +{ + vec4 sample[9]; + + for (int i = 0; i < 9; i++) + { + sample[i] = texture2D(sampler0, + gl_TexCoord[0].st + tc_offset[i]); + } + + gl_FragColor = (sample[0] + (2.0*sample[1]) + sample[2] + + (2.0*sample[3]) + sample[4] + (2.0*sample[5]) + + sample[6] + (2.0*sample[7]) + sample[8]) / 13.0; +} +); +#endif + diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h new file mode 100644 index 00000000000..6fd7f867d10 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Dilation2DFilter.h @@ -0,0 +1,24 @@ +#ifndef __RAS_DILATION2DFILTER +#define __RAS_DILATION2DFILTER + +char * DilationFragmentShader=STRINGIFY( +uniform sampler2D sampler0; +uniform vec2 tc_offset[9]; + +void main(void) +{ + vec4 sample[9]; + vec4 maxValue = vec4(0.0); + + for (int i = 0; i < 9; i++) + { + sample[i] = texture2D(sampler0, + gl_TexCoord[0].st + tc_offset[i]); + maxValue = max(sample[i], maxValue); + } + + gl_FragColor = maxValue; +} +); +#endif + diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h new file mode 100644 index 00000000000..a0fc7486447 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Erosion2DFilter.h @@ -0,0 +1,23 @@ +#ifndef __RAS_EROSION2DFILTER +#define __RAS_EROSION2DFILTER + +char * ErosionFragmentShader=STRINGIFY( +uniform sampler2D sampler0; +uniform vec2 tc_offset[9]; + +void main(void) +{ + vec4 sample[9]; + vec4 minValue = vec4(1.0); + + for (int i = 0; i < 9; i++) + { + sample[i] = texture2D(sampler0, + gl_TexCoord[0].st + tc_offset[i]); + minValue = min(sample[i], minValue); + } + + gl_FragColor = minValue; +} +); +#endif diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h new file mode 100644 index 00000000000..c6fc4a0214d --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h @@ -0,0 +1,14 @@ +#ifndef __RAS_GRAYSCALE2DFILTER +#define __RAS_GRAYSCALE2DFILTER + +char * GrayScaleFragmentShader=STRINGIFY( +uniform sampler2D sampler0; + +void main(void) +{ + vec4 texcolor = texture2D(sampler0, gl_TexCoord[0].st); + float gray = dot(texcolor.rgb, vec3(0.299, 0.587, 0.114)); + gl_FragColor = vec4(gray, gray, gray, texcolor.a); +} +); +#endif diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Invert2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Invert2DFilter.h new file mode 100644 index 00000000000..34e6fe29cd3 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Invert2DFilter.h @@ -0,0 +1,15 @@ +#ifndef __RAS_INVERT2DFILTER +#define __RAS_INVERT2DFILTER + +char * InvertFragmentShader=STRINGIFY( +uniform sampler2D sampler0; +uniform vec2 offset[9]; + +void main(void) +{ + vec4 texcolor = texture2D(sampler0, gl_TexCoord[0].st); + gl_FragColor.rgb = 1.0 - texcolor.rgb; + gl_FragColor.a = texcolor.a; +} +); +#endif diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h new file mode 100644 index 00000000000..f5b44a69c13 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Laplacian2DFilter.h @@ -0,0 +1,26 @@ +#ifndef __RAS_LAPLACION2DFILTER +#define __RAS_LAPLACION2DFILTER + +char * LaplacionFragmentShader=STRINGIFY( +uniform sampler2D sampler0; +uniform vec2 tc_offset[9]; + +void main(void) +{ + vec4 sample[9]; + + for (int i = 0; i < 9; i++) + { + sample[i] = texture2D(sampler0, + gl_TexCoord[0].st + tc_offset[i]); + } + + gl_FragColor = (sample[4] * 8.0) - + (sample[0] + sample[1] + sample[2] + + sample[3] + sample[5] + + sample[6] + sample[7] + sample[8]); + gl_FragColor = vec4(gl_FragColor.rgb, 1.0); +} +); +#endif + diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h new file mode 100644 index 00000000000..a6897bd33d4 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Prewitt2DFilter.h @@ -0,0 +1,31 @@ +#ifndef __RAS_PREWITT2DFILTER +#define __RAS_PREWITT2DFILTER + +char * PrewittFragmentShader=STRINGIFY( +uniform sampler2D sampler0; +uniform vec2 tc_offset[9]; + +void main(void) +{ + vec4 sample[9]; + + for (int i = 0; i < 9; i++) + { + sample[i] = texture2D(sampler0, + gl_TexCoord[0].st + tc_offset[i]); + } + + vec4 horizEdge = sample[2] + sample[5] + sample[8] - + (sample[0] + sample[3] + sample[6]); + + vec4 vertEdge = sample[0] + sample[1] + sample[2] - + (sample[6] + sample[7] + sample[8]); + + gl_FragColor.rgb = sqrt((horizEdge.rgb * horizEdge.rgb) + + (vertEdge.rgb * vertEdge.rgb)); + gl_FragColor.a = 1.0; +} + +); +#endif + diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h new file mode 100644 index 00000000000..cfff00e1287 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h @@ -0,0 +1,15 @@ +#ifndef __RAS_SEPIA2DFILTER +#define __RAS_SEPIA2DFILTER + +char * SepiaFragmentShader=STRINGIFY( +uniform sampler2D sampler0; +uniform vec2 offset[9]; + +void main(void) +{ + vec4 texcolor = texture2D(sampler0, 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); +} +); +#endif diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h new file mode 100644 index 00000000000..640983482a9 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sharpen2DFilter.h @@ -0,0 +1,25 @@ +#ifndef __RAS_SHARPEN2DFILTER +#define __RAS_SHARPEN2DFILTER + +char * SharpenFragmentShader=STRINGIFY( +uniform sampler2D sampler0; +uniform vec2 tc_offset[9]; + +void main(void) +{ + vec4 sample[9]; + + for (int i = 0; i < 9; i++) + { + sample[i] = texture2D(sampler0, + gl_TexCoord[0].st + tc_offset[i]); + } + + gl_FragColor = (sample[4] * 9.0) - + (sample[0] + sample[1] + sample[2] + + sample[3] + sample[5] + + sample[6] + sample[7] + sample[8]); +} +); +#endif + diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h new file mode 100644 index 00000000000..da1d34713c9 --- /dev/null +++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h @@ -0,0 +1,30 @@ +#ifndef __RAS_SOBEL2DFILTER +#define __RAS_SOBEL2DFILTER + +char * SobelFragmentShader=STRINGIFY( +uniform sampler2D sampler0; +uniform vec2 tc_offset[9]; + +void main(void) +{ + vec4 sample[9]; + + for (int i = 0; i < 9; i++) + { + sample[i] = texture2D(sampler0, + gl_TexCoord[0].st + tc_offset[i]); + } + + vec4 horizEdge = sample[2] + (2.0*sample[5]) + sample[8] - + (sample[0] + (2.0*sample[3]) + sample[6]); + + vec4 vertEdge = sample[0] + (2.0*sample[1]) + sample[2] - + (sample[6] + (2.0*sample[7]) + sample[8]); + + gl_FragColor.rgb = sqrt((horizEdge.rgb * horizEdge.rgb) + + (vertEdge.rgb * vertEdge.rgb)); + gl_FragColor.a = 1.0; +} +); +#endif + |