blob: 589f475ae3af0fb537fbd113e26755c0b2f72dc5 [file] [log] [blame]
/*
* Copyright (C) 2005 Oliver Hunt <ojh16@student.canterbury.ac.nz>. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
//TODO: We currently ignore the input kernel lengths
kernel vec4 convolve3x3(sampler image, float divisor, float bias,
vec3 m0, vec3 m1, vec3 m2)
{
vec4 colour = vec4(0.0, 0.0, 0.0, 0.0);
vec2 pos= samplerCoord(image);
colour = sample(image, pos + vec2(-1.0, -1.0)) *m0.x;
colour += sample(image, pos + vec2(-1.0, 0.0)) *m0.y;
colour += sample(image, pos + vec2(-1.0, 1.0)) *m0.z;
colour += sample(image, pos + vec2( 0.0, -1.0)) *m1.x;
colour += sample(image, pos) * m1.y;
colour += sample(image, pos + vec2( 0.0, 1.0))*m1.z;
colour += sample(image, pos + vec2( 1.0, -1.0))*m2.x;
colour += sample(image, pos + vec2( 1.0, 0.0))*m2.y;
colour += sample(image, pos + vec2( 1.0, 1.0))*m2.z;
return colour / divisor + bias;
}
kernel vec4 mergeNormals(sampler Nx, sampler Ny, sampler src, float surfaceScale)
{
vec3 N = vec3(surfaceScale * sample(Nx, samplerCoord(Nx)).a, -surfaceScale * sample(Ny, samplerCoord(Ny)).a, 1.0);
N = normalize(N);
return vec4(N.x, N.y, N.z, sample(src, samplerCoord(src)).a);
}