// [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 * * 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); }