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/* MultiMorphShader.frag.txt
* A fragment shader that computes a pixel-wise weighted linear combination
* of many input images, stored in one texture bound to Image:
* 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;
uniform sampler2DRect WeightImage;
uniform int Count;
uniform int Stride;
void main()
{
vec4 imgsum = vec4(0.0);
int i;
float weight;
for (i=0; i < Count; i++) {
weight = texture2DRect(WeightImage, vec2(float(i), 0.0)).r;
imgsum+= texture2DRect(Image, gl_FragCoord.xy + vec2(0.0, float(i * Stride))) * weight;
}
gl_FragColor = imgsum;
}
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