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-rw-r--r--shaders/gst-gl-sobel.frag60
1 files changed, 0 insertions, 60 deletions
diff --git a/shaders/gst-gl-sobel.frag b/shaders/gst-gl-sobel.frag
deleted file mode 100644
index fa797e6..0000000
--- a/shaders/gst-gl-sobel.frag
+++ /dev/null
@@ -1,60 +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 hkern[9];
-uniform float vkern[9];
-uniform bool invert;
-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;
- float luma;
- float gx = 0.0;
- float gy = 0.0 ;
- for (i = 0; i < 9; i++) {
- if(hkern[i] != 0.0 || vkern[i] != 0.0) {
- vec4 neighbor = texture2DRect(tex, texturecoord + vec2(offset[i]));
- luma = dot(neighbor, vec4(0.2125, 0.7154, 0.0721, neighbor.a));
- gx += luma * hkern[i];
- gy += luma * vkern[i];
- }
- }
- float g = sqrt(gx*gx + gy*gy);
- if (invert) g = 1.0 - g;
- gl_FragColor = vec4(vec3(g), 1.0);
-}