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Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h57
1 files changed, 57 insertions, 0 deletions
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..142e4f0e3d4
--- /dev/null
+++ b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h
@@ -0,0 +1,57 @@
+/**
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef __RAS_SOBEL2DFILTER
+#define __RAS_SOBEL2DFILTER
+
+const char * SobelFragmentShader=STRINGIFY(
+uniform sampler2D bgl_RenderedTexture;
+uniform vec2 bgl_TextureCoordinateOffset[9];
+
+void main(void)
+{
+ vec4 sample[9];
+
+ for (int i = 0; i < 9; i++)
+ {
+ sample[i] = texture2D(bgl_RenderedTexture,
+ gl_TexCoord[0].st + bgl_TextureCoordinateOffset[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
+