diff options
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h | 57 |
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 + |