diff options
Diffstat (limited to 'shaders/gst-gl-glass.frag')
-rw-r--r-- | shaders/gst-gl-glass.frag | 53 |
1 files changed, 0 insertions, 53 deletions
diff --git a/shaders/gst-gl-glass.frag b/shaders/gst-gl-glass.frag deleted file mode 100644 index c206012..0000000 --- a/shaders/gst-gl-glass.frag +++ /dev/null @@ -1,53 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com> - * Inspired from http://www.mdk.org.pl/2007/11/17/gl-colorspace-conversions - * - * 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. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -uniform float width, height; -void main () { - float p = 0.0525; - float L1 = p*width; - float L2 = width - L1; - float L3 = height - L1; - float w = 1.0; - float r = L1; - if (gl_TexCoord[0].x < L1 && gl_TexCoord[0].y < L1) - r = sqrt( (gl_TexCoord[0].x - L1) * (gl_TexCoord[0].x - L1) + (gl_TexCoord[0].y - L1) * (gl_TexCoord[0].y - L1) ); - else if (gl_TexCoord[0].x > L2 && gl_TexCoord[0].y < L1) - r = sqrt( (gl_TexCoord[0].x - L2) * (gl_TexCoord[0].x - L2) + (gl_TexCoord[0].y - L1) * (gl_TexCoord[0].y - L1) ); - else if (gl_TexCoord[0].x > L2 && gl_TexCoord[0].y > L3) - r = sqrt( (gl_TexCoord[0].x - L2) * (gl_TexCoord[0].x - L2) + (gl_TexCoord[0].y - L3) * (gl_TexCoord[0].y - L3) ); - else if (gl_TexCoord[0].x < L1 && gl_TexCoord[0].y > L3) - r = sqrt( (gl_TexCoord[0].x - L1) * (gl_TexCoord[0].x - L1) + (gl_TexCoord[0].y - L3) * (gl_TexCoord[0].y - L3) ); - if (r > L1) - w = 0.0; - vec4 color = texture2DRect (tex, gl_TexCoord[0].st); - gl_FragColor = vec4(color.rgb, gl_Color.a * w); -} |