File: vtkSobelGradientMagnitudePassShader1_fs.glsl

package info (click to toggle)
vtk6 6.3.0%2Bdfsg2-8.1
  • links: PTS, VCS
  • area: main
  • in suites: bullseye
  • size: 118,972 kB
  • sloc: cpp: 1,442,790; ansic: 113,395; python: 72,383; tcl: 46,998; xml: 8,119; yacc: 4,525; java: 4,239; perl: 3,108; lex: 1,694; sh: 1,093; asm: 154; makefile: 68; objc: 17
file content (47 lines) | stat: -rw-r--r-- 1,516 bytes parent folder | download | duplicates (10)
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
45
46
47
// ============================================================================
//
//  Program:   Visualization Toolkit
//  Module:    vtkSobelGradientMagnitudePassShader1_fs.glsl
//
//  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
//  All rights reserved.
//  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
//
//     This software is distributed WITHOUT ANY WARRANTY; without even
//     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
//     PURPOSE.  See the above copyright notice for more information.
//
// ============================================================================

// Fragment shader used by the first pass of the Sobel filter render pass.

#version 110

// GLSL Spec 1.10 rev 59 30-April-2004 defines gl_FragData[] but implementation
// older than the spec only has it as an extension
// (nVidia Linux driver 100.14.13, OpenGL version 2.1.1,
// on Quadro FX 3500/PCI/SSE2)
#extension GL_ARB_draw_buffers : enable

uniform sampler2D source;
uniform float stepSize; // 1/W

void main(void)
{
  vec2 tcoord=gl_TexCoord[0].st;
  vec2 offset=vec2(stepSize,0.0);
  vec4 t1=texture2D(source,tcoord-offset);
  vec4 t2=texture2D(source,tcoord);
  vec4 t3=texture2D(source,tcoord+offset);

  // Gx

  // version with unclamped float textures t3-t1 will be in [-1,1]
//  gl_FragData[0]=t3-t1;

  // version with clamped unchar textures (t3-t1+1)/2 stays in [0,1]
  gl_FragData[0]=(t3-t1+1.0)/2.0;

  // Gy
  gl_FragData[1]=(t1+2.0*t2+t3)/4.0;
}