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Date registered: 30.07.2004
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...   Created on 13.07.2006 - 11:30Jump to top Quote this post Report this post Edit Delete


With some changes...



//\xgs2gl1.0

const float threshold = 0.10; // effects dark lines


uniform sampler2D tex0;
uniform vec4 tex_attribs;

void main (void)
{
vec3 c11 = texture2D(tex0, gl_TexCoord[0].xy).rgb;
vec3 c12 = texture2D(tex0, gl_TexCoord[1].xy).rgb;
vec3 c02 = texture2D(tex0, gl_TexCoord[2].xy).rgb;
vec3 c01 = texture2D(tex0, gl_TexCoord[3].xy).rgb;
vec3 c00 = texture2D(tex0, gl_TexCoord[4].xy).rgb;
vec3 c10 = texture2D(tex0, gl_TexCoord[5].xy).rgb;
vec3 c20 = texture2D(tex0, gl_TexCoord[6].xy).rgb;
vec3 c21 = texture2D(tex0, gl_TexCoord[7].xy).rgb;
vec3 c22 = texture2D(tex0, vec2(gl_TexCoord[0] + tex_attribs));

vec3 dt = vec3(1.0,1.0,1.0);
float d1=dot(abs(c00-c22),dt);
float d2=dot(abs(c20-c02),dt);
float hl=dot(abs(c01-c21),dt);
float vl=dot(abs(c10-c12),dt);
float d = 0.6*(d1+d2+hl+vl)/(dot(c11,dt)+0.15);
d = pow(max(d-threshold,0.0),1.5);
gl_FragColor.xyz = (1.15-d)*c11;
}



I think there is a default vertex file built in the main executable (or a default vertex file in a dir) for fragmet files. Adding your own vertex file replaces the default one.




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Date registered: 03.08.2005
Post:72
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...   Created on 13.07.2006 - 23:01Jump to top Quote this post Report this post Edit Delete


Thanks for your reply.
This version works (if you fill in the missing ".rgb" in line 19).

Now we only need the vertex file and we're complete.


How do I have to change this one?


uniform vec4 OGL2Param;
uniform vec4 OGL2Size;

void main()

{
float x = (OGL2Size.x/2048.0)*OGL2Param.x;
float y = (OGL2Size.y/1024.0)*OGL2Param.y;
vec2 dg1 = vec2( x,y);
vec2 dg2 = vec2(-x,y);
vec2 dx = vec2(x,0.0);
vec2 dy = vec2(0.0,y);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1].xy = gl_TexCoord[0].xy - dy;
gl_TexCoord[2].xy = gl_TexCoord[0].xy + dy;
gl_TexCoord[3].xy = gl_TexCoord[0].xy - dx;
gl_TexCoord[4].xy = gl_TexCoord[0].xy + dx;
gl_TexCoord[5].xy = gl_TexCoord[0].xy - dg1;
gl_TexCoord[6].xy = gl_TexCoord[0].xy + dg1;
gl_TexCoord[1].zw = gl_TexCoord[0].xy - dg2;
gl_TexCoord[2].zw = gl_TexCoord[0].xy + dg2;

}



Unfortunately I don't know which uniforms I have to use for OGL2Param and OGL2Size etc. ...




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...   Created on 14.07.2006 - 01:42Jump to top Quote this post Report this post Edit Delete


Btw. switched to nVidia.
Their GLSL parser knows how to convert vec4 to vec3. :P (did't notice the bug therefore)

the modified vertex file:


uniform vec4 tex_attribs;
uniform vec4 img_attribs1;

void main()

{

float x = tex_attribs.x;
float y = tex_attribs.y;
vec2 dg1 = vec2( x,y);
vec2 dg2 = vec2(-x,y);
vec2 dx = vec2(x,0.0);
vec2 dy = vec2(0.0,y);
gl_Position = ftransform();
gl_TexCoord[0] = gl_Vertex * img_attribs1;
gl_TexCoord[1].xy = gl_TexCoord[0].xy - dy;
gl_TexCoord[2].xy = gl_TexCoord[0].xy + dy;
gl_TexCoord[3].xy = gl_TexCoord[0].xy - dx;
gl_TexCoord[4].xy = gl_TexCoord[0].xy + dx;
gl_TexCoord[5].xy = gl_TexCoord[0].xy - dg1;
gl_TexCoord[6].xy = gl_TexCoord[0].xy + dg1;
gl_TexCoord[1].zw = gl_TexCoord[0].xy - dg2;
gl_TexCoord[2].zw = gl_TexCoord[0].xy + dg2;

}




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...   Created on 14.07.2006 - 02:17Jump to top Quote this post Report this post Edit Delete


This one gives me some strange tiling over the picture.

This is harder to get to work than I thought...




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