smsvn -> ssc-hg glue: rearrange directory structure
This commit is contained in:
@@ -0,0 +1,65 @@
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uniform sampler2D Texture1;
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uniform sampler2D Texture2;
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vec4 ApplyBurn( vec4 over, vec4 under, float fill )
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{
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vec3 NeutralColor = vec3(1,1,1);
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over.rgb = mix( NeutralColor, over.rgb, fill );
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vec4 ret;
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ret.rgb = (over.rgb + under.rgb - 1.0);
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ret.rgb /= max(over.rgb, 0.000001);
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ret.rgb *= over.a*under.a;
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ret = clamp( ret, 0.0, 1.0 );
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ret.a = over.a * under.a;
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return ret;
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}
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void main(void)
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{
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vec4 under = texture2DProj( Texture1, gl_TexCoord[0] );
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vec4 over = texture2DProj( Texture2, gl_TexCoord[0] );
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vec4 ret = ApplyBurn( over, under, gl_Color.a );
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ret.rgb += (1.0 - over.a) * under.rgb * under.a;
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ret.a += (1.0 - over.a) * under.a;
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over.a *= gl_Color.a;
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ret.rgb += (1.0 - under.a) * over.rgb * over.a;
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ret.a += (1.0 - under.a) * over.a;
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ret.rgb /= ret.a;
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gl_FragColor = ret;
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return;
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}
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/*
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* Copyright (c) 2007 Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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@@ -0,0 +1,66 @@
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uniform sampler2D Texture1;
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uniform sampler2D Texture2;
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vec4 ApplyDodge( vec4 over, vec4 under, float fill )
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{
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vec3 NeutralColor = vec3(0,0,0);
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over.rgb = mix( NeutralColor, over.rgb, fill );
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vec4 ret;
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ret.rgb = under.rgb;
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ret.rgb /= max(1.0-over.rgb, 0.000001);
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ret.rgb = min(ret.rgb, 1.0);
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ret.rgb *= over.a*under.a;
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// ret = clamp( ret, 0.0, 1.0 );
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ret.a = over.a * under.a;
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return ret;
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}
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void main(void)
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{
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vec4 under = texture2DProj( Texture1, gl_TexCoord[0] );
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vec4 over = texture2DProj( Texture2, gl_TexCoord[0] );
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vec4 ret = ApplyDodge( over, under, gl_Color.a );
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ret.rgb += (1.0 - over.a) * under.rgb * under.a;
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ret.a += (1.0 - over.a) * under.a;
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over.a *= gl_Color.a;
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ret.rgb += (1.0 - under.a) * over.rgb * over.a;
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ret.a += (1.0 - under.a) * over.a;
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ret.rgb /= ret.a;
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gl_FragColor = ret;
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return;
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}
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/*
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* Copyright (c) 2007 Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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@@ -0,0 +1,92 @@
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uniform sampler2D Texture1;
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uniform sampler2D Texture2;
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vec4 ApplyVividLight( vec4 over, vec4 under, float fill )
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{
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vec3 NeutralColor = vec3(.5,.5,.5);
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over.rgb = mix( NeutralColor, over.rgb, fill );
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over.rgb -= 0.5;
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over.rgb *= 2.0;
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vec4 ret;
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ret.rgb = under.rgb;
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ret.rgb += min(over.rgb, 0.0);
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ret.rgb /= max(1.0-abs(over.rgb), 0.000001);
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ret.rgb *= under.a;
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ret = clamp( ret, 0.0, 1.0 );
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ret.rgb *= over.a;
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ret.a = over.a * under.a;
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return ret;
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}
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vec4 ApplyHardMix( vec4 over, vec4 under, float fill )
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{
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vec4 ret = ApplyVividLight( over, under, gl_Color.a );
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/* ret is premultiplied. Undo this, so we have a
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* 0..1 range for color. */
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ret.rgb /= ret.a;
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fill *= fill;
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/* Posterize, with a threshold based on fill. This is a rough
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* approximation. */
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float low = 0.5-(1.0-fill)*0.5;
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float high = 0.5+(1.0-fill)*0.5+0.00001;
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ret.rgb = (ret.rgb - low) / (high - low);
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ret = clamp( ret, 0.0, 1.0 );
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/* Premultiply it, for the rest of the calculation. */
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ret.rgb *= ret.a;
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return ret;
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}
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void main(void)
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{
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vec4 under = texture2DProj( Texture1, gl_TexCoord[0] );
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vec4 over = texture2DProj( Texture2, gl_TexCoord[0] );
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vec4 ret = ApplyHardMix( over, under, gl_Color.a );
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ret.rgb += (1.0 - over.a) * under.rgb * under.a;
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ret.a += (1.0 - over.a) * under.a;
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over.a *= gl_Color.a;
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ret.rgb += (1.0 - under.a) * over.rgb * over.a;
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ret.a += (1.0 - under.a) * over.a;
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ret.rgb /= ret.a;
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gl_FragColor = ret;
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return;
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}
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/*
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* Copyright (c) 2007 Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
|
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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@@ -0,0 +1,11 @@
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attribute vec4 TextureMatrixScale;
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void main(void)
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{
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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vec4 multiplied_tex_coord = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_TexCoord[0] = (multiplied_tex_coord * TextureMatrixScale) +
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(gl_MultiTexCoord0 * (vec4(1)-TextureMatrixScale));
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gl_FrontColor = gl_Color;
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}
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@@ -0,0 +1,37 @@
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uniform sampler2D Texture1;
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void main(void)
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{
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vec4 ret = texture2DProj( Texture1, gl_TexCoord[0] );
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if( ret.a != 0.0 )
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ret.rgb /= ret.a;
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gl_FragColor = ret;
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return;
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}
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/*
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* Copyright (c) 2007 Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
|
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
|
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
|
||||
* permission notice appear in supporting documentation.
|
||||
*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
||||
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
||||
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
||||
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
||||
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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@@ -0,0 +1,69 @@
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uniform sampler2D Texture1;
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uniform sampler2D Texture2;
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vec4 ApplyVividLight( vec4 over, vec4 under, float fill )
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{
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vec3 NeutralColor = vec3(.5,.5,.5);
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over.rgb = mix( NeutralColor, over.rgb, fill );
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over.rgb -= 0.5;
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over.rgb *= 2.0;
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vec4 ret;
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ret.rgb = under.rgb;
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ret.rgb += min(over.rgb, 0.0);
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ret.rgb /= max(1.0-abs(over.rgb), 0.000001);
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ret.rgb *= under.a;
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ret = clamp( ret, 0.0, 1.0 );
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ret.rgb *= over.a;
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ret.a = over.a * under.a;
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return ret;
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}
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void main(void)
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{
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vec4 under = texture2DProj( Texture1, gl_TexCoord[0] );
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vec4 over = texture2DProj( Texture2, gl_TexCoord[0] );
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vec4 ret = ApplyVividLight( over, under, gl_Color.a );
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ret.rgb += (1.0 - over.a) * under.rgb * under.a;
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ret.a += (1.0 - over.a) * under.a;
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over.a *= gl_Color.a;
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ret.rgb += (1.0 - under.a) * over.rgb * over.a;
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ret.a += (1.0 - under.a) * over.a;
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ret.rgb /= ret.a;
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gl_FragColor = ret;
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return;
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}
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/*
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* Copyright (c) 2007 Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
|
||||
* "Software"), to deal in the Software without restriction, including
|
||||
* without limitation the rights to use, copy, modify, merge, publish,
|
||||
* distribute, and/or sell copies of the Software, and to permit persons to
|
||||
* whom the Software is furnished to do so, provided that the above
|
||||
* copyright notice(s) and this permission notice appear in all copies of
|
||||
* the Software and that both the above copyright notice(s) and this
|
||||
* permission notice appear in supporting documentation.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||||
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
||||
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
||||
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
||||
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
||||
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
||||
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
||||
* PERFORMANCE OF THIS SOFTWARE.
|
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*/
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@@ -0,0 +1,94 @@
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uniform sampler2D Texture1;
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uniform sampler2D Texture2;
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uniform int TextureWidth;
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/*
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* Convert from YUYV422 to RGB.
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*
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* This is used by MovieTexture_Generic. The input texture is TextureWidth
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* texels wide, the output texture is TextureWidth*2 texels wide, and texels
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* are aligned. We can use this to determine if the fragment we're generating
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* is even or odd.
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*/
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void main(void)
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{
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vec4 tex = gl_TexCoord[0];
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float fRealWidth = float(TextureWidth);
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float fU = tex.x;
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/* Scale U to [0.25,fRealWidth+0.25]. */
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fU *= fRealWidth;
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/* Scale the U texture coordinate to the size of the destination texture,
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* [0.5,fDestWidth+0.5]. */
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fU *= 2.0;
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/* Texture coordinates are center-aligned; an exact sample lies at 0.5,
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* not 0. Shift U from [0.5,fDestWidth+0.5] to [0,fDestWidth]. */
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fU -= 0.5;
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/* If this is an odd fragment, fOdd is 1. */
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float fOdd = mod(fU+0.0001, 2.0);
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/* Align fU to an even coordinate. */
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fU -= fOdd;
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/* Scale U back. Because fU is aligned to an even coordinate, this
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* will always be an exact sample. */
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fU += 0.5;
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fU /= 2.0;
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fU /= fRealWidth;
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tex.x = fU;
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vec4 yuyv = texture2D( Texture1, tex.xy );
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vec3 yuv;
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if( fOdd <= 0.5 )
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yuv = yuyv.rga;
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else
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yuv = yuyv.bga;
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yuv -= vec3(16.0/255.0, 128.0/255.0, 128.0/255.0);
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mat3 conv = mat3(
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// Y U (Cb) V (Cr)
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1.1643, 0.000, 1.5958, // R
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1.1643, -0.39173, -0.81290, // G
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1.1643, 2.017, 0.000); // B
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gl_FragColor.r=dot(yuv,conv[0]);
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gl_FragColor.g=dot(yuv,conv[1]);
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gl_FragColor.b=dot(yuv,conv[2]);
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gl_FragColor.a = 1.0;
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/* Why doesn't this work? */
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// gl_FragColor.rgb = yuv * conv;
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// gl_FragColor.a = 1.0;
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}
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/*
|
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* Copyright (c) 2007 Glenn Maynard
|
||||
* All rights reserved.
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the
|
||||
* "Software"), to deal in the Software without restriction, including
|
||||
* without limitation the rights to use, copy, modify, merge, publish,
|
||||
* distribute, and/or sell copies of the Software, and to permit persons to
|
||||
* whom the Software is furnished to do so, provided that the above
|
||||
* copyright notice(s) and this permission notice appear in all copies of
|
||||
* the Software and that both the above copyright notice(s) and this
|
||||
* permission notice appear in supporting documentation.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||||
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
||||
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
||||
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
||||
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
||||
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
||||
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
||||
* PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user