Source code changes.
* Changed newlines to \n. * Removed whitespace before colons. * Fixed several alignments.
This commit is contained in:
parent
b27cbd5036
commit
f24ca9a840
268 changed files with 40227 additions and 40227 deletions
|
@ -1,32 +1,32 @@
|
|||
uniform sampler2D texture;
|
||||
uniform float edge_threshold;
|
||||
|
||||
void main()
|
||||
{
|
||||
const float offset = 1.0 / 512.0;
|
||||
vec2 offx = vec2(offset, 0.0);
|
||||
vec2 offy = vec2(0.0, offset);
|
||||
|
||||
vec4 hEdge = texture2D(texture, gl_TexCoord[0].xy - offy) * -2.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offy) * 2.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy - offx - offy) * -1.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offx - offy) * -1.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
|
||||
|
||||
vec4 vEdge = texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offx) * -2.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy - offx + offy) * -1.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offx + offy) * -1.0;
|
||||
|
||||
vec3 result = sqrt(hEdge.rgb * hEdge.rgb + vEdge.rgb * vEdge.rgb);
|
||||
float edge = length(result);
|
||||
vec4 pixel = gl_Color * texture2D(texture, gl_TexCoord[0].xy);
|
||||
if (edge > (edge_threshold * 8.0))
|
||||
pixel.rgb = vec3(0.0, 0.0, 0.0);
|
||||
else
|
||||
pixel.a = edge_threshold;
|
||||
gl_FragColor = pixel;
|
||||
}
|
||||
uniform sampler2D texture;
|
||||
uniform float edge_threshold;
|
||||
|
||||
void main()
|
||||
{
|
||||
const float offset = 1.0 / 512.0;
|
||||
vec2 offx = vec2(offset, 0.0);
|
||||
vec2 offy = vec2(0.0, offset);
|
||||
|
||||
vec4 hEdge = texture2D(texture, gl_TexCoord[0].xy - offy) * -2.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offy) * 2.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy - offx - offy) * -1.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offx - offy) * -1.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
|
||||
|
||||
vec4 vEdge = texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offx) * -2.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy - offx + offy) * -1.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
|
||||
texture2D(texture, gl_TexCoord[0].xy + offx + offy) * -1.0;
|
||||
|
||||
vec3 result = sqrt(hEdge.rgb * hEdge.rgb + vEdge.rgb * vEdge.rgb);
|
||||
float edge = length(result);
|
||||
vec4 pixel = gl_Color * texture2D(texture, gl_TexCoord[0].xy);
|
||||
if (edge > (edge_threshold * 8.0))
|
||||
pixel.rgb = vec3(0.0, 0.0, 0.0);
|
||||
else
|
||||
pixel.a = edge_threshold;
|
||||
gl_FragColor = pixel;
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue