1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44
|
/*
* File: BasicGaborShader.frag.txt
* Shader for drawing of basic parameterized gabor patches.
*
* This is the fragment shader. It gets the per-patch-constant
* parameters as varyings from the vertex shader and hardware
* interpolators, then performs per fragment calculations to
* compute and write the final pixel color.
*
* (c) 2007-2016 by Mario Kleiner, licensed under MIT license.
*
*/
uniform vec4 Offset;
uniform vec2 validModulationRange;
varying float Angle;
varying vec4 baseColor;
varying float Phase;
varying float FreqTwoPi;
varying float Expmultiplier;
void main()
{
/* Query current output texel position wrt. to Center of Gabor: */
vec2 pos = gl_TexCoord[0].xy;
/* Compute (x,y) distance weighting coefficients, based on rotation angle: */
/* Note that this is a constant for all fragments, but we can not do it in */
/* the vertex shader, because the vertex shader does not have sufficient */
/* numeric precision on some common hardware out there. */
vec2 coeff = vec2(cos(Angle), sin(Angle)) * FreqTwoPi;
/* Evaluate sine grating at requested position, angle and phase: */
float sv = sin(dot(coeff, pos) + Phase);
/* Compute exponential hull for the gabor: */
float ev = exp(dot(pos, pos) * Expmultiplier);
/* Multiply/Modulate base color and alpha with calculated sine/gauss */
/* values, add some constant color/alpha Offset, assign as final fragment */
/* output color: */
gl_FragColor = (baseColor * clamp(ev * sv, validModulationRange[0], validModulationRange[1])) + Offset;
}
|