/* LinearCombinationOfManyImagesShader.frag.txt * A fragment shader that computes a pixel-wise weighted linear combination * of two input image textures bound to Image1 and Image2: * outimage(x,y) = (Image1Weight * Image1(x,y)) + (Image2Weight * Image2(x,y)); * * This one is e.g., used by the new moglmorpher.m for fast shape morphing * on the GPU. * * (c) 2007 by Mario Kleiner, licensed to you under MIT license. */ #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect Image[gl_MaxTextureImageUnits]; uniform float ImageWeight[gl_MaxTextureImageUnits]; void main() { vec4 imgsum = vec4(0.0); int i; for (i=0; i < gl_MaxTextureImageUnits; i++) { imgsum+= texture2DRect(Image[i], gl_TexCoord[0].st) * ImageWeight[i]; } gl_FragColor = imgsum; }