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// [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);
}
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