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guest ...
Real addict
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Status:Offline
Date registered: 30.07.2004
Post:856
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...   Created on 25.09.2005 - 20:29Jump to top Quote this post Report this post Edit Delete


A fast AA shader.

vertex file

uniform vec4 OGL2Param;
uniform vec4 OGL2Size;
void main()

{
float x = (OGL2Size.x/2048.0)*OGL2Param.x;
float y = (OGL2Size.y/1024.0)*OGL2Param.y;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = gl_TexCoord[0];
gl_TexCoord[2] = gl_TexCoord[0];
gl_TexCoord[4] = gl_TexCoord[0];
gl_TexCoord[5] = gl_TexCoord[0];
gl_TexCoord[1].y-=y;
gl_TexCoord[2].y+=y;
gl_TexCoord[4].x-=x;
gl_TexCoord[5].x+=x;
}

fragment file

// SaL shader
// by guest(r) (guest.r@gmail.com)
// License: GNU-GPL

uniform vec4 OGL2Param;
uniform vec4 OGL2Size;
uniform sampler2D OGL2Texture;

void main()
{
vec3 c10 = texture2D(OGL2Texture, gl_TexCoord[1].xy).xyz;
vec3 c01 = texture2D(OGL2Texture, gl_TexCoord[4].xy).xyz;
vec3 c11 = texture2D(OGL2Texture, gl_TexCoord[0].xy).xyz;
vec3 c21 = texture2D(OGL2Texture, gl_TexCoord[5].xy).xyz;
vec3 c12 = texture2D(OGL2Texture, gl_TexCoord[2].xy).xyz;

vec3 dottie = vec3(1.0,1.0,1.0);
float k10=dot(abs(c10-c11),dottie);
float k21=dot(abs(c21-c11),dottie);
float k12=dot(abs(c12-c11),dottie);
float k01=dot(abs(c01-c11),dottie);

float m1 = max(k01,k21);
float m2 = max(k10,k12);

float w10 = max(m1,k12);
float w21 = max(m2,k01);
float w12 = max(m1,k10);
float w01 = max(m2,k21);

gl_FragColor.xyz = (w10*c10+w21*c21+w12*c12+w01*c01+0.01*c11)/(w10+w21+w12+w01+0.01);
}

[Dieser Beitrag wurde am 08.11.2005 - 13:53 von guest aktualisiert]




guest ...
Real addict
.........

...

Status:Offline
Date registered: 30.07.2004
Post:856
Send Message
...   Created on 26.10.2005 - 14:53Jump to top Quote this post Report this post Edit Delete


A much faster version. Vertex file stays the same.

fragment file

// SaL shader
// by guest(r)
// license: GNU-GPL

uniform sampler2D OGL2Texture;

void main()
{
vec3 c10 = texture2D(OGL2Texture, gl_TexCoord[1].xy).xyz;
vec3 c01 = texture2D(OGL2Texture, gl_TexCoord[4].xy).xyz;
vec3 c11 = texture2D(OGL2Texture, gl_TexCoord[0].xy).xyz;
vec3 c21 = texture2D(OGL2Texture, gl_TexCoord[5].xy).xyz;
vec3 c12 = texture2D(OGL2Texture, gl_TexCoord[2].xy).xyz;

vec3 dt = vec3(1.0,1.0,1.0);
float k1=dot(abs(c01-c21),dt);
float k2=dot(abs(c10-c12),dt);

gl_FragColor.xyz = (k1*(c10+c12)+k2*(c01+c21)+0.001*c11)/(2.0*(k1+k2)+0.001);
}

[Dieser Beitrag wurde am 08.11.2005 - 13:54 von guest aktualisiert]





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Verwandte Suchbegriffe:
sal glsl shader | guest shaders | sal glsl | guest shader | glsl pete | guests shader | pete ogl2 guest shaders | guest.r shader
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