- 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
62 lines
2 KiB
GLSL
62 lines
2 KiB
GLSL
// Cyrille Henry 2010
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//#extension GL_ARB_texture_rectangle : enable
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//uniform sampler2DRect MyTex;
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uniform sampler2D MyTex;
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uniform vec2 overlap, geometry_screen, geometry_computer;
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void main (void)
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{
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// FSAA
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// change coord from computer matrix to screen matrice
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vec2 coord = (gl_TextureMatrix[0] * gl_TexCoord[0]).st;
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vec2 pos_new = coord;
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pos_new *= geometry_computer;
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float screen_num = floor(pos_new.x)+floor(pos_new.y)*geometry_computer.x; // number of the screen
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pos_new = fract(pos_new); // coord in 1 screen (from 0 to 1)
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pos_new.x += fract(screen_num/geometry_screen.x)*geometry_screen.x;
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pos_new.y += floor(screen_num/geometry_screen.x);
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pos_new /= geometry_screen;
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// compute position regarding to the overlap
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vec2 pos = pos_new;
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pos *= geometry_screen;
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vec2 pos_over = fract(pos);
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pos_over *= overlap;
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pos_over -= overlap/2.;
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pos += pos_over;
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pos += overlap/2.;
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pos /= geometry_screen + overlap;
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vec4 color = texture2D(MyTex, pos);
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// compute fade on Top and Right
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vec2 black = pos_new;
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black *= geometry_screen;
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black = fract(black);
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black *= 1. + (overlap/ (geometry_screen/2.));
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black -= 1.;
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black = max(black,0.);
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black *= (geometry_screen / 2.) / overlap;
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if ( ( floor(pos_new.x*geometry_screen.x) < geometry_screen.x-1. ) && (overlap.x != 0.) )
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color *= (1.-black.x);
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if ( ( floor(pos_new.y*geometry_screen.y) < geometry_screen.y-1. ) && (overlap.x != 0.) )
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color *= (1.-black.y);
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// compute fade on Left and bottom
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black = pos_new;
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black *= geometry_screen;
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black = fract(black);
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black = vec2(1.) - black;
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black *= 1. + (overlap/ (geometry_screen/2.));
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black -= 1.;
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black = max(black,0.);
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black *= (geometry_screen / 2.) / overlap;
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if ( ( floor(pos_new.x*geometry_screen.x) > 0. ) && (overlap.x != 0.) )
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color *= (1.-black.x);
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if ( ( floor(pos_new.y*geometry_screen.y) > 0. ) && (overlap.x != 0.) )
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color *= (1.-black.y);
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gl_FragColor = color;
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}
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