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Diffstat (limited to 'shaders/gst-gl-convolution.frag')
-rw-r--r-- | shaders/gst-gl-convolution.frag | 55 |
1 files changed, 0 insertions, 55 deletions
diff --git a/shaders/gst-gl-convolution.frag b/shaders/gst-gl-convolution.frag deleted file mode 100644 index e21ea7a..0000000 --- a/shaders/gst-gl-convolution.frag +++ /dev/null @@ -1,55 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.20 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#version 120 -/* The #version was added by anholt in converting to piglit due to the - * use of the array constructor. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -uniform float norm_const; -uniform float norm_offset; -uniform float kernel[9]; -void main () { - vec2 offset[9] = vec2[9] ( - vec2(-1.0,-1.0), vec2( 0.0,-1.0), vec2( 1.0,-1.0), - vec2(-1.0, 0.0), vec2( 0.0, 0.0), vec2( 1.0, 0.0), - vec2(-1.0, 1.0), vec2( 0.0, 1.0), vec2( 1.0, 1.0) ); - vec2 texturecoord = gl_TexCoord[0].st; - int i; - vec4 sum = vec4 (0.0); - for (i = 0; i < 9; i++) { - if (kernel[i] != 0.0) { - vec4 neighbor = texture2DRect(tex, texturecoord + vec2(offset[i])); - sum += neighbor * kernel[i]/norm_const; - } - } - gl_FragColor = sum + norm_offset; -} |