[2269] | 1 | ///////////////////////////////////////////////////////////////////////////////
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| 2 | //
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| 3 | // ## ######
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| 4 | // ###### ###
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| 5 | // ## ############### Shark 3D Engine (www.shark3d.com)
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| 6 | // ########## # # #
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| 7 | // ######## Copyright (c) 1996-2006 Spinor GmbH.
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| 8 | // ######### # # # All rights reserved.
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| 9 | // ## ##########
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| 10 | // ##
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| 11 | //
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| 12 | ///////////////////////////////////////////////////////////////////////////////
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| 13 |
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| 14 | uniform sampler2D brightTex;
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| 15 |
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| 16 | uniform vec4 filterInfo;
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| 17 |
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| 18 | varying vec2 screen;
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| 19 | varying vec2 scale;
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| 20 |
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| 21 | ///////////////////////////////////////////////////////////////////////////////
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| 22 |
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| 23 | const vec2 offsPix0 = vec2( 1, 0);
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| 24 | const vec2 offsPix1 = vec2(-1, 0);
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| 25 | const vec2 offsPix2 = vec2( 0, 1);
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| 26 | const vec2 offsPix3 = vec2( 0, -1);
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| 27 | const vec2 offsPix4 = vec2( 1, 1);
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| 28 | const vec2 offsPix5 = vec2(-1, 1);
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| 29 | const vec2 offsPix6 = vec2( 1, -1);
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| 30 | const vec2 offsPix7 = vec2(-1, -1);
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| 31 |
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| 32 | ///////////////////////////////////////////////////////////////////////////////
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| 33 |
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| 34 | void main(void)
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| 35 | {
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| 36 | // Main depth and color:
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| 37 |
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| 38 | gl_FragColor = texture2D(brightTex, screen.xy);
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| 39 |
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| 40 | float full = 2.0 * abs(gl_FragColor.x - 0.5);
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| 41 | float treshold = 0.99;
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| 42 | float delta = treshold - full;
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| 43 |
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| 44 | if(delta >= 0.0)
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| 45 | {
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| 46 | // neightbor texture coordinates:
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| 47 | vec2 neigh0 = offsPix0 * scale.xy + screen.xy;
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| 48 | vec2 neigh1 = offsPix1 * scale.xy + screen.xy;
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| 49 | vec2 neigh2 = offsPix2 * scale.xy + screen.xy;
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| 50 | vec2 neigh3 = offsPix3 * scale.xy + screen.xy;
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| 51 | vec2 neigh4 = offsPix4 * scale.xy + screen.xy;
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| 52 | vec2 neigh5 = offsPix5 * scale.xy + screen.xy;
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| 53 | vec2 neigh6 = offsPix6 * scale.xy + screen.xy;
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| 54 | vec2 neigh7 = offsPix7 * scale.xy + screen.xy;
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| 55 |
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| 56 | // Lookup colors:
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| 57 |
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| 58 | vec4 colA, colB;
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| 59 | colA.x = texture2D(brightTex, neigh0).x;
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| 60 | colA.y = texture2D(brightTex, neigh1).x;
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| 61 | colA.z = texture2D(brightTex, neigh2).x;
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| 62 | colA.w = texture2D(brightTex, neigh3).x;
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| 63 | colB.x = texture2D(brightTex, neigh4).x;
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| 64 | colB.y = texture2D(brightTex, neigh5).x;
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| 65 | colB.z = texture2D(brightTex, neigh6).x;
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| 66 | colB.w = texture2D(brightTex, neigh7).x;
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| 67 |
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| 68 | float sum = gl_FragColor.x
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| 69 | + dot(colA + colB, vec4(1.0, 1.0, 1.0, 1.0));
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| 70 | gl_FragColor = vec4(sum * 0.11111111);
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| 71 | }
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| 72 | }
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| 73 |
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| 74 | ///////////////////////////////////////////////////////////////////////////////
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