/* FDF shader for sampling of rendered silhouette at provided random * sampling positions in order to update sample distribution. * * (c) 2008 by Mario Kleiner, licensed under MIT license. */ #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect SilSamplePositions; uniform sampler2DRect Silhouette; uniform vec4 TextureOffsetBias; void main(void) { /* Read sample position from random textures RA channels */ vec2 pos = texture2DRect(SilSamplePositions, gl_TexCoord[0].st).ra; /* Readout sample location from Silhouette - Writeout to sampleBuffer: */ gl_FragColor = texture2DRect(Silhouette, pos); /* Need to remap texture coordinate range to available range in trackingBuffer: */ gl_FragColor.xy = (gl_FragColor.xy - TextureOffsetBias.xy) * TextureOffsetBias.zw; }