Changeset 2092
- Timestamp:
- Nov 19, 2012, 1:45:47 AM (8 years ago)
- Location:
- trunk/tools/neercs/video
- Files:
-
- 12 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/tools/neercs/video/blurh.lolfx
r1928 r2092 3 3 #version 120 4 4 5 varying vec2 pass_TexCoord; 6 5 7 void main() 6 8 { 7 9 gl_Position = gl_Vertex; 8 gl_TexCoord[0] = gl_MultiTexCoord0;10 pass_TexCoord = vec2(0.5, 0.5) + 0.5 * gl_Vertex.xy; 9 11 } 10 12 … … 12 14 13 15 #version 120 16 17 varying vec2 pass_TexCoord; 14 18 15 19 uniform sampler2D texture; … … 19 23 { 20 24 vec4 total = vec4(0.0); 21 vec2 p = gl_TexCoord[0].xy;25 vec2 p = pass_TexCoord; 22 26 float mask = 2.0-p.x*(6.0-p.x*6.0)*p.y*(6.0-p.y*6.0); 23 27 float b = radius.x+radius.y*mask; -
trunk/tools/neercs/video/blurv.lolfx
r1928 r2092 3 3 #version 120 4 4 5 varying vec2 pass_TexCoord; 6 5 7 void main() 6 8 { 7 9 gl_Position = gl_Vertex; 8 gl_TexCoord[0] = gl_MultiTexCoord0;10 pass_TexCoord = vec2(0.5, 0.5) + 0.5 * gl_Vertex.xy; 9 11 } 10 12 … … 12 14 13 15 #version 120 16 17 varying vec2 pass_TexCoord; 14 18 15 19 uniform sampler2D texture; … … 19 23 { 20 24 vec4 total = vec4(0.0); 21 vec2 p = gl_TexCoord[0].xy;25 vec2 p = pass_TexCoord; 22 26 float mask = 2.0-p.x*(6.0-p.x*6.0)*p.y*(6.0-p.y*6.0); 23 27 float b = radius.x+radius.y*mask; -
trunk/tools/neercs/video/color.lolfx
r2007 r2092 6 6 { 7 7 gl_Position = gl_Vertex; 8 gl_TexCoord[0] = gl_MultiTexCoord0;9 8 } 10 9 … … 21 20 void main(void) 22 21 { 23 vec2 p = gl_FragCoord.xy /screen_size.xy;22 vec2 p = gl_FragCoord.xy / screen_size.xy; 24 23 vec3 c = texture2D(texture,p).xyz; 25 24 -
trunk/tools/neercs/video/copper.lolfx
r1978 r2092 3 3 #version 120 4 4 5 varying vec2 pass_TexCoord; 6 5 7 void main() 6 8 { 7 9 gl_Position = gl_Vertex; 8 gl_TexCoord[0] = gl_MultiTexCoord0;10 pass_TexCoord = vec2(0.5, 0.5) + 0.5 * gl_Vertex.xy; 9 11 } 10 12 … … 12 14 13 15 #version 120 16 17 varying vec2 pass_TexCoord; 14 18 15 19 uniform sampler2D texture; … … 21 25 void main(void) 22 26 { 23 vec2 p = gl_TexCoord[0].xy;27 vec2 p = pass_TexCoord; 24 28 vec3 source = texture2D(texture, p).xyz; 25 29 -
trunk/tools/neercs/video/glow.lolfx
r1928 r2092 3 3 #version 120 4 4 5 varying vec2 pass_TexCoord; 6 5 7 void main() 6 8 { 7 9 gl_Position = gl_Vertex; 8 gl_TexCoord[0] = gl_MultiTexCoord0;10 pass_TexCoord = vec2(0.5, 0.5) + 0.5 * gl_Vertex.xy; 9 11 } 10 12 … … 12 14 13 15 #version 120 16 17 varying vec2 pass_TexCoord; 14 18 15 19 uniform sampler2D glow; … … 19 23 void main(void) 20 24 { 21 gl_FragColor = texture2D(source,gl_TexCoord[0].xy)*mix.x+texture2D(glow,gl_TexCoord[0].xy)*mix.y; 25 gl_FragColor = texture2D(source, pass_TexCoord) * mix.x 26 + texture2D(glow, pass_TexCoord) * mix.y; 22 27 } 28 -
trunk/tools/neercs/video/mirror.lolfx
r2039 r2092 3 3 #version 120 4 4 5 varying vec2 pass_TexCoord; 6 5 7 void main() 6 8 { 7 9 gl_Position = gl_Vertex; 8 gl_TexCoord[0] = gl_MultiTexCoord0;10 pass_TexCoord = vec2(0.5, 0.5) + 0.5 * gl_Vertex.xy; 9 11 } 10 12 … … 12 14 13 15 #version 120 16 17 varying vec2 pass_TexCoord; 14 18 15 19 uniform sampler2D texture; … … 19 23 void main(void) 20 24 { 21 vec2 p = gl_TexCoord[0].xy;25 vec2 p = pass_TexCoord; 22 26 vec3 s = texture2D(texture, p).xyz; 23 27 -
trunk/tools/neercs/video/noise.lolfx
r2003 r2092 5 5 void main() 6 6 { 7 gl_Position=gl_Vertex; 8 gl_TexCoord[0]=gl_MultiTexCoord0; 7 gl_Position = gl_Vertex; 9 8 } 10 9 … … 20 19 uniform vec3 retrace; 21 20 22 float rand(in vec2 p, in float t,in float v)21 float rand(in vec2 p, in float t, in float v) 23 22 { 24 return fract(sin(dot(p +mod(t,1.0),vec2(12.9898,78.2333)))*v);23 return fract(sin(dot(p + mod(t, 1.0), vec2(12.9898, 78.2333))) * v); 25 24 } 26 25 -
trunk/tools/neercs/video/postfx.lolfx
r2055 r2092 5 5 void main() 6 6 { 7 gl_Position=gl_Vertex; 8 gl_TexCoord[0]=gl_MultiTexCoord0; 7 gl_Position = gl_Vertex; 9 8 } 10 9 -
trunk/tools/neercs/video/radial.lolfx
r2007 r2092 3 3 #version 120 4 4 5 varying vec2 pass_TexCoord; 6 5 7 void main() 6 8 { 7 9 gl_Position = gl_Vertex; 8 gl_TexCoord[0] = gl_MultiTexCoord0;10 pass_TexCoord = vec2(0.5, 0.5) + 0.5 * gl_Vertex.xy; 9 11 } 10 12 … … 12 14 13 15 #version 120 16 17 varying vec2 pass_TexCoord; 14 18 15 19 uniform sampler2D texture; … … 26 30 void main(void) 27 31 { 28 vec2 p = -1.0 +2.0*gl_TexCoord[0].xy;32 vec2 p = -1.0 + 2.0 * pass_TexCoord; 29 33 vec2 s = p; 30 34 vec3 source=deform(s); -
trunk/tools/neercs/video/remanence.lolfx
r1973 r2092 3 3 #version 120 4 4 5 varying vec2 pass_TexCoord; 6 5 7 void main() 6 8 { 7 9 gl_Position = gl_Vertex; 8 gl_TexCoord[0] = gl_MultiTexCoord0;10 pass_TexCoord = vec2(0.5, 0.5) + 0.5 * gl_Vertex.xy; 9 11 } 10 12 … … 12 14 13 15 #version 120 16 17 varying vec2 pass_TexCoord; 14 18 15 19 uniform sampler2D source; … … 19 23 void main(void) 20 24 { 21 vec4 old_color = texture2D(buffer, gl_TexCoord[0].xy);22 vec4 new_color = texture2D(source, gl_TexCoord[0].xy);25 vec4 old_color = texture2D(buffer, pass_TexCoord); 26 vec4 new_color = texture2D(source, pass_TexCoord); 23 27 24 28 /* The old way */ -
trunk/tools/neercs/video/render.cpp
r2059 r2092 68 68 float fx_angle; // current angle 69 69 /* fs_quad variable */ 70 float fs_quad_vtx[] = {-1.0f, 1.0f, 0, 1.0f, -1.0f, -1.0f, 0, 1.0f, 1.0f, -1.0f, 0, 1.0f, 1.0f, 1.0f, 0, 1.0f}; 71 float fs_quad_tex[] = {0, 1.0f, 0, 0, 1.0f, 0, 1.0f, 1.0f}; 70 float fs_quad_vtx[] = 71 { 72 -1.0f, 1.0f, 0, 1.0f, 73 -1.0f, -1.0f, 0, 1.0f, 74 1.0f, -1.0f, 0, 1.0f, 75 1.0f, 1.0f, 0, 1.0f 76 }; 72 77 /* flash variable */ 73 78 bool flash_flag = false; // flag … … 1472 1477 glMatrixMode(GL_MODELVIEW); 1473 1478 1474 fx_angle =main_angle-part_angle;1479 fx_angle = main_angle - part_angle; 1475 1480 } 1476 1481 … … 1485 1490 glEnableClientState(GL_VERTEX_ARRAY); 1486 1491 glVertexPointer(4, GL_FLOAT, 0, fs_quad_vtx); 1487 1488 glEnableClientState(GL_TEXTURE_COORD_ARRAY);1489 glTexCoordPointer(2, GL_FLOAT, 0, fs_quad_tex);1490 1492 1491 1493 if (m_shader_copper) … … 1724 1726 1725 1727 glDisableClientState(GL_VERTEX_ARRAY); 1726 glDisableClientState(GL_TEXTURE_COORD_ARRAY);1727 1728 } 1728 1729 -
trunk/tools/neercs/video/simple.lolfx
r1928 r2092 3 3 #version 120 4 4 5 varying vec2 pass_TexCoord; 6 5 7 void main() 6 8 { 7 9 gl_Position = gl_Vertex; 8 gl_TexCoord[0] = gl_MultiTexCoord0;10 pass_TexCoord = vec2(0.5, 0.5) + 0.5 * gl_Vertex.xy; 9 11 } 10 12 … … 13 15 #version 120 14 16 17 varying vec2 pass_TexCoord; 18 15 19 uniform sampler2D texture; 16 20 17 21 void main(void) 18 22 { 19 gl_FragColor = texture2D(texture, gl_TexCoord[0].xy);23 gl_FragColor = texture2D(texture, pass_TexCoord); 20 24 } 21 25
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