/* * File: BasicGaborShader.vert.txt * Shader for drawing of basic parameterized gabor patches. * * This is the vertex shader. It takes the attributes (parameters) * provided by the Screen('DrawTexture(s)') command, performs some * basic calculations on it - the calculations that only need to be * done once per gabor patch and that can be reliably carried out * at sufficient numeric precision in a vertex shader - then it passes * results of computations and other attributes as 'varying' parameters * to the fragment shader. * * (c) 2007 by Mario Kleiner, licensed under MIT license. * */ /* Constants that we need 2*pi and square-root of 2*pi: */ const float twopi = 2.0 * 3.141592654; const float sqrtof2pi = 2.5066282746; /* Conversion factor from degrees to radians: */ const float deg2rad = 3.141592654 / 180.0; /* Texel position of center of gabor patch: Constant, set from Matlab */ /* once when the shader is created: */ uniform vec2 Center; /* If disableNorm is set to 1.0, then the normalization term below is */ /* not applied to the gabors final values. Default is 0.0, ie. apply it. */ uniform float disableNorm; /* Constant from setup code: Premultiply to contrast value: */ uniform float contrastPreMultiplicator; /* Attributes passed from Screen(): See the ProceduralShadingAPI.m file for infos: */ attribute vec4 sizeAngleFilterMode; attribute vec4 modulateColor; attribute vec4 auxParameters0; /* Information passed to the fragment shader: Attributes and precalculated per patch constants: */ varying float Angle; varying vec4 baseColor; varying float Phase; varying float FreqTwoPi; varying float Expmultiplier; void main() { /* Apply standard geometric transformations to patch: */ gl_Position = ftransform(); /* Don't pass real texture coordinates, but ones corrected for hardware offsets (-0.5,0.5) */ /* and so that the center of the gabor patch has coordinate (0,0): */ gl_TexCoord[0] = gl_MultiTexCoord0 - vec4(Center, 0.0, 0.0) + vec4(-0.5, 0.5, 0.0, 0.0); /* Contrast value is stored in auxParameters0[3]: */ float Contrast = auxParameters0[3]; /* Convert Angle and Phase from degrees to radians: */ Angle = deg2rad * sizeAngleFilterMode.z; Phase = deg2rad * auxParameters0[0]; /* Precalc a couple of per-patch constant parameters: */ FreqTwoPi = auxParameters0[1] * twopi; float SpaceConstant = auxParameters0[2]; Expmultiplier = -0.5 / (SpaceConstant * SpaceConstant); /* Conditionally apply non-standard normalization term iff disableNorm == 0.0 */ float mc = disableNorm + (1.0 - disableNorm) * (1.0 / (sqrtof2pi * SpaceConstant)); /* Premultiply the wanted Contrast to the color: */ baseColor = modulateColor * mc * Contrast * contrastPreMultiplicator; }