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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.h61
1 files changed, 0 insertions, 61 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h b/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h
deleted file mode 100644
index 088ac10a56a..00000000000
--- a/source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sobel2DFilter.h
+++ /dev/null
@@ -1,61 +0,0 @@
-/*
- * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
- */
-
-/** \file RAS_Sobel2DFilter.h
- * \ingroup bgerastoglfilters
- */
-
-#ifndef __RAS_SOBEL2DFILTER_H__
-#define __RAS_SOBEL2DFILTER_H__
-
-static 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
-