- Reestructuración de ficheros y directorios general
- merge v0.01 --> Añadido fileselector - Añadidas fuentes de Gem y Pure Data - pix2jpg incluído en Gem. Archivos de construcción de Gem modificados. - Añadido fichero ompiling.txt con instrucciones de compilación
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Gem/examples/10.glsl/GLSL_mix.frag
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Gem/examples/10.glsl/GLSL_mix.frag
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//jack/RYBN 2010
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#extension GL_EXT_gpu_shader4 : enable
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect Ttex1;
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uniform sampler2DRect Ttex2;
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uniform sampler2DRect tex0;
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uniform float style;
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uniform float mix_factor;
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varying vec2 texcoord0;
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ivec2 size1 = textureSize2DRect(Ttex1, 0);
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ivec2 size2 = textureSize2DRect(Ttex2, 0);
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ivec2 size0 = textureSize2DRect(tex0, 0);
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void main (void)
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{
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float sizeF1X = float(size1.x)/float(size0.x);
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float sizeF1Y = float(size1.y)/float(size0.y);
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float sizeF2X = float(size2.x)/float(size0.x);
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float sizeF2Y = float(size2.y)/float(size0.y);
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vec4 color1 = texture2DRect(Ttex1, vec2(texcoord0.s*sizeF1X,texcoord0.t*sizeF1Y));
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vec4 color2 = texture2DRect(Ttex2, vec2(texcoord0.s*sizeF2X,texcoord0.t*sizeF2Y));
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if (style == 0.) {
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gl_FragColor = (color1 + color2);
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} else if (style == 1.) {
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gl_FragColor = (color1 - color2);
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} else if (style == 2.) {
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gl_FragColor = abs(color1 - color2);
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} else if (style == 3.) {
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gl_FragColor = (color1 * color2);
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} else if (style == 4.) {
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gl_FragColor = mix(color1,color2,mix_factor);
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}
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}
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