- 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/wave.frag
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Gem/examples/10.glsl/wave.frag
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// Cyrille Henry 2007
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#extension GL_ARB_texture_rectangle : enable
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uniform float K1,K3,D1,K;
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uniform sampler2DRect text;
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const float dx = 1.;
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const float dy = 1.;
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void main (void)
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{
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float x,y;
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vec4 C;
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vec2 texture1 = gl_TexCoord[0].st ;
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x=texture1.x;
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y=texture1.y;
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C = texture2DRect(text, vec2(x, y));
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vec4 color_cote = texture2DRect(text, vec2(x-dx, y-dy));
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color_cote += texture2DRect(text, vec2(x+dx, y-dy));
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color_cote += texture2DRect(text, vec2(x-dx, y+dy));
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color_cote += texture2DRect(text, vec2(x+dx, y+dy));
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color_cote += texture2DRect(text, vec2(x, y-dy));
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color_cote += texture2DRect(text, vec2(x-dx, y));
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color_cote += texture2DRect(text, vec2(x+dx, y));
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color_cote += texture2DRect(text, vec2(x, y+dy));
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float K = K1 * color_cote.r + K3 * 0.5 - (8. * K1 + K3) * C.r;
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float D = D1 * (C.r - C.g);
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C.b = C.g;
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C.g = C.r;
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C.r = (2.* C.g) - C.b + K - D ;
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gl_FragColor = vec4(C.rgb,1.);
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}
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