Changeset 1090 for trunk/test/tutorial/tut03.cpp
- Timestamp:
- Nov 26, 2011, 7:36:54 PM (12 years ago)
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- 1 edited
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trunk/test/tutorial/tut03.cpp
r1089 r1090 395 395 "attribute vec2 a_Vertex;" 396 396 "" 397 "varying vec2 A0, A1, A2, A3;" 398 "varying vec2 B0, B1, B2, B3;" 397 "varying vec4 v_CenterX, v_CenterY, v_IndexX, v_IndexY;" 399 398 "" 400 399 "void main(void)" … … 407 406 * size of a texel: the distance from this new point to 408 407 * the final point will be our error. */ 409 " A0 = a_TexCoord * u_ZoomSettings[0][2]" 410 " + vec2(u_ZoomSettings[0][0], -u_ZoomSettings[0][1])" 411 " + 0.5 * u_TexelSize.xy;" 412 " A1 = a_TexCoord * u_ZoomSettings[1][2]" 413 " + vec2(u_ZoomSettings[1][0], -u_ZoomSettings[1][1])" 414 " + -0.5 * u_TexelSize.xy;" 415 " A2 = a_TexCoord * u_ZoomSettings[2][2]" 416 " + vec2(u_ZoomSettings[2][0], -u_ZoomSettings[2][1])" 417 " + vec2(0.5, -0.5) * u_TexelSize.xy;" 418 " A3 = a_TexCoord * u_ZoomSettings[3][2]" 419 " + vec2(u_ZoomSettings[3][0], -u_ZoomSettings[3][1])" 420 " + vec2(-0.5, 0.5) * u_TexelSize.xy;" 408 " vec4 offsets = vec4(0.5, -0.5, 0.015625, -0.015625);" 409 " vec4 zoomscale = vec4(u_ZoomSettings[0][2]," 410 " u_ZoomSettings[1][2]," 411 " u_ZoomSettings[2][2]," 412 " u_ZoomSettings[3][2]);" 413 " vec4 zoomtx = vec4(u_ZoomSettings[0][0]," 414 " u_ZoomSettings[1][0]," 415 " u_ZoomSettings[2][0]," 416 " u_ZoomSettings[3][0]);" 417 " vec4 zoomty = vec4(u_ZoomSettings[0][1]," 418 " u_ZoomSettings[1][1]," 419 " u_ZoomSettings[2][1]," 420 " u_ZoomSettings[3][1]);" 421 /* Pass all this to the fragment shader */ 422 " v_CenterX = zoomscale * a_TexCoord.x + zoomtx" 423 " + offsets.xyxy * u_TexelSize.x;" 424 " v_CenterY = zoomscale * a_TexCoord.y - zoomty" 425 " + offsets.xyyx * u_TexelSize.y;" 421 426 /* Precompute the multiple of one texel where our ideal 422 427 * point lies. The fragment shader will call floor() on 423 428 * this value. We add or remove a slight offset to avoid 424 429 * rounding issues at the image's edges. */ 425 " B0 = (A0 * u_TexelSize.zw + vec2(-0.015625, -0.015625));" 426 " B1 = (A1 * u_TexelSize.zw + vec2( 0.015625, 0.015625));" 427 " B2 = (A2 * u_TexelSize.zw + vec2(-0.015625, 0.015625));" 428 " B3 = (A3 * u_TexelSize.zw + vec2( 0.015625, -0.015625));" 430 " v_IndexX = v_CenterX * u_TexelSize.z - offsets.zwzw;" 431 " v_IndexY = v_CenterY * u_TexelSize.w - offsets.zwwz;" 429 432 "}", 430 433 … … 438 441 "uniform sampler2D in_Texture;" 439 442 "" 440 "varying vec2 A0, A1, A2, A3;" 441 "varying vec2 B0, B1, B2, B3;" 442 "" 443 "vec2 v05 = vec2(0.5, 0.5);" 444 "" 445 "float mylen(vec2 p)" 446 "{" 447 " p *= u_TexelSize.zw;" /* Correct for aspect ratio */ 448 //" return 0.001 + abs(p.x) + abs(p.y);" 449 //" return 0.1 + length(p);" 450 " vec2 q = p * p;" 451 " return 0.01 + q.x + q.y;" 452 "}" 453 "" 454 /* Get the coordinate of the nearest point in slice 0 in xy, 455 * and the squared distance to that point in z. 456 * return value has the 0.25 Y scaling. */ 457 "vec3 nearest0()" 458 "{" 459 " vec2 r = u_TexelSize.xy * (1.0 + 2.0 * floor(B0));" 460 " vec2 t = step(abs(r - v05), v05);" 461 " float l = t.x * t.y / mylen(r - A0);" 462 " return vec3(r * vec2(1.0, 0.25), l);" 463 "}" 464 "" 465 "vec3 nearest1()" 466 "{" 467 " vec2 r = u_TexelSize.xy * (1.0 + 2.0 * floor(B1));" 468 " vec2 t = step(abs(r - v05), v05);" 469 " float l = t.x * t.y / mylen(r - A1);" 470 " return vec3(r * vec2(1.0, 0.25) + vec2(0.0, 0.25), l);" 471 "}" 472 "" 473 "vec3 nearest2()" 474 "{" 475 " vec2 r = u_TexelSize.xy * (1.0 + 2.0 * floor(B2));" 476 " vec2 t = step(abs(r - v05), v05);" 477 " float l = t.x * t.y / mylen(r - A2);" 478 " return vec3(r * vec2(1.0, 0.25) + vec2(0.0, 0.50), l);" 479 "}" 480 "" 481 "vec3 nearest3()" 482 "{" 483 " vec2 r = u_TexelSize.xy * (1.0 + 2.0 * floor(B3));" 484 " vec2 t = step(abs(r - v05), v05);" 485 " float l = t.x * t.y / mylen(r - A3);" 486 " return vec3(r * vec2(1.0, 0.25) + vec2(0.0, 0.75), l);" 487 "}" 443 "varying vec4 v_CenterX, v_CenterY, v_IndexX, v_IndexY;" 488 444 "" 489 445 "void main(void)" 490 446 "{" 491 /* Get a pixel coordinate from each slice */ 492 " vec3 k0 = nearest0();" 493 " vec3 k1 = nearest1();" 494 " vec3 k2 = nearest2();" 495 " vec3 k3 = nearest3();" 496 /* Get the nearest pixel */ 497 " float t01 = step(k0.z, k1.z);" 498 " k0 = mix(k0, k1, t01);" 499 " float t23 = step(k2.z, k3.z);" 500 " k2 = mix(k2, k3, t23);" 501 " float t02 = step(k0.z, k2.z);" 502 " k0 = mix(k0, k2, t02);" 503 " gl_FragColor = texture2D(in_Texture, k0.xy);" 447 /* Get a pixel coordinate from each slice into rx & ry */ 448 " vec4 rx = u_TexelSize.x * (1.0 + 2.0 * floor(v_IndexX));" 449 " vec4 ry = u_TexelSize.y * (1.0 + 2.0 * floor(v_IndexY));" 450 /* Compute distance to expected pixel in dd */ 451 " vec4 v05 = vec4(0.5, 0.5, 0.5, 0.5);" 452 " vec4 t0 = step(abs(rx - v05), v05)" 453 " * step(abs(ry - v05), v05);" 454 " vec4 dx = rx - v_CenterX;" 455 " vec4 dy = ry - v_CenterY;" 456 //" vec4 dd = t0 * (abs(dx) + abs(dy));" 457 //" vec4 dd = t0 / (0.001 + sqrt((dx * dx) + (dy * dy)));" 458 " vec4 dd = t0 / (0.000001 + (dx * dx) + (dy * dy));" 459 /* Modify Y coordinate to select proper quarter. */ 460 " ry = ry * 0.25 + vec4(0.0, 0.25, 0.5, 0.75);" 461 "" 462 #if 1 463 /* Put min(.x,.y) in .x and min(.z,.w) in .z */ 464 " vec4 t1 = step(dd, dd.yyww);" 465 " rx = mix(rx, rx.yyww, t1);" 466 " ry = mix(ry, ry.yyww, t1);" 467 " dd = mix(dd, dd.yyww, t1);" 468 /* Put min(x,z) in x */ 469 " vec4 t2 = step(dd, dd.zzzz);" 470 " rx = mix(rx, rx.zzzz, t2);" 471 " ry = mix(ry, ry.zzzz, t2);" 472 /* Nearest neighbour */ 473 " gl_FragColor = texture2D(in_Texture, vec2(rx.x, ry.x));" 474 #else 504 475 /* Alternate version: some kind of linear interpolation */ 505 // " vec4 p0 = texture2D(in_Texture, k0.xy);" 506 // " vec4 p1 = texture2D(in_Texture, k1.xy);" 507 // " vec4 p2 = texture2D(in_Texture, k2.xy);" 508 // " vec4 p3 = texture2D(in_Texture, k3.xy);" 509 // " gl_FragColor = 1.0 / (k0.z + k1.z + k2.z + k3.z)" 510 // " * (k0.z * p0 + k1.z * p1 + k2.z * p2 + k3.z * p3);" 476 " vec4 p0 = texture2D(in_Texture, vec2(rx.x, ry.x));" 477 " vec4 p1 = texture2D(in_Texture, vec2(rx.y, ry.y));" 478 " vec4 p2 = texture2D(in_Texture, vec2(rx.z, ry.z));" 479 " vec4 p3 = texture2D(in_Texture, vec2(rx.w, ry.w));" 480 " gl_FragColor = 1.0 / (dd.x + dd.y + dd.z + dd.w)" 481 " * (dd.x * p0 + dd.y * p1 + dd.z * p2 + dd.w * p3);" 482 #endif 511 483 "}" 512 484 #else
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