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- [vert.glsl]
-
- #version 120
-
- attribute vec2 in_Position;
-
- varying vec4 pass_Position;
-
- void main(void)
- {
- pass_Position = vec4(0.5 * in_Position + 0.5, 0.0, 1.0);
- gl_Position = vec4(in_Position, 0.5, 1.0);
- }
-
- [frag.glsl]
-
- #version 120
-
- #if defined GL_ES
- precision highp float;
- #endif
-
- uniform sampler2D u_Texture;
-
- varying vec4 pass_Position;
-
- float segdist(vec2 p1, vec2 p2, vec2 a)
- {
- float d = max(1e-10, dot(p2 - p1, p2 - p1));
- float t = clamp(dot(a - p1, p2 - p1) / d, 0.0, 1.0);
- return distance(a, mix(p1, p2, t));
- }
-
- vec3 hsv2rgb(vec3 c)
- {
- vec3 tmp = abs(fract(c[0] + vec3(3.0, 2.0, 1.0) / 3.0) * 6.0 - 3.0);
- return c[2] * mix(vec3(1.0), clamp((tmp - 1.0), 0.0, 1.0), c[1]);
- }
-
- vec3 rgb2hsv(vec3 c)
- {
- vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- vec4 v1 = mix(vec4(c.bg, K.wz),
- vec4(c.gb, K.xy),
- step(c.b, c.g));
-
- vec4 v3 = mix(vec4(v1.x, v1.yw, c.r),
- vec4(c.r, v1.yzx),
- step(v1.x, c.r));
-
- float chroma = v3.r - min(v3.a, v3.g);
- float h = abs(v3.b + (v3.a - v3.g) / (6.0 * chroma + 1.0e-10));
- float s = chroma / (v3.r + 1.0e-10);
- float v = v3.r;
- return vec3(h, s, v);
- }
-
- void main(void)
- {
- float width = 800.0;
- float height = 600.0;
- float texture_width = 256.0;
- float line_width = 1.2;
- float dot_size = 1.0;
- vec4 delta = vec4(1.0 / texture_width, 0.0,
- 2.0 / texture_width, 0.0);
-
- vec2 p = pass_Position.xy;
- vec2 tc = vec2(floor(p.x * texture_width) / texture_width, p.y);
- float t = p.x * texture_width - floor(p.x * texture_width);
- vec4 c;
- c[0] = texture2D(u_Texture, tc - delta.xy).x;
- c[1] = texture2D(u_Texture, tc).x;
- c[2] = texture2D(u_Texture, tc + delta.xy).x;
- c[3] = texture2D(u_Texture, tc + delta.zw).x;
-
- /* Find the 4 closest points in screen space */
- vec2 p0 = vec2((tc.x - delta.x) * width, c[0] * height);
- vec2 p1 = vec2((tc.x ) * width, c[1] * height);
- vec2 p2 = vec2((tc.x + delta.x) * width, c[2] * height);
- vec2 p3 = vec2((tc.x + delta.z) * width, c[3] * height);
- vec2 a = vec2(p.x * width, p.y * height);
-
- /* Compute distance to segments */
- float d = segdist(p0, p1, a);
- d = min(d, segdist(p1, p2, a));
- d = min(d, segdist(p2, p3, a));
-
- /* Compute distance to dots */
- d = min(d, length(a - p0) - dot_size);
- d = min(d, length(a - p1) - dot_size);
- d = min(d, length(a - p2) - dot_size);
- d = min(d, length(a - p3) - dot_size);
-
- /* Add line width */
- float lum = clamp(line_width - d, 0.0, 1.0);
-
- /* Compensate for sRGB */
- lum = pow(1.0 - lum, 1.0 / 2.4);
-
- /* Choose some funny colours */
- vec4 col = vec4(mix(p.x, 1.0, lum), lum, lum, 1.0);
- col.rgb = hsv2rgb(rgb2hsv(col.rgb) * vec3(1.0, 1.0, 0.5) + vec3(p.x, 0.5, 0.0));
- col.rgb = hsv2rgb(rgb2hsv(col.rgb));
- col.rgb = hsv2rgb(rgb2hsv(col.rgb));
- col.rgb = hsv2rgb(rgb2hsv(col.rgb));
- gl_FragColor = col;
- }
-
- [vert.hlsl]
-
- void main(float2 in_Position : POSITION,
- out float4 out_Position : POSITION,
- out float4 pass_Position : TEXCOORD0)
- {
- pass_Position = float4(0.5 * in_Position + 0.5, 0.0, 1.0);
- out_Position = float4(in_Position, 0.5, 1.0);
- }
-
- [frag.hlsl]
-
- float segdist(float2 p1, float2 p2, float2 a)
- {
- float d = max(1e-10, dot(p2 - p1, p2 - p1));
- float t = clamp(dot(a - p1, p2 - p1) / d, 0.0, 1.0);
- return distance(a, lerp(p1, p2, t));
- }
-
- void main(in float4 pass_Position : TEXCOORD0,
- uniform sampler2D u_Texture,
- out float4 out_FragColor : COLOR)
- {
- float width = 800.0;
- float height = 600.0;
- float texture_width = 256.0;
- float line_width = 1.2;
- float dot_size = 1.0;
- float4 delta = float4(1.0 / texture_width, 0.0,
- 2.0 / texture_width, 0.0);
-
- float2 p = pass_Position.xy;
- float2 tc = float2(floor(p.x * texture_width) / texture_width, p.y);
- float t = p.x * texture_width - floor(p.x * texture_width);
- float4 c;
- c[0] = tex2D(u_Texture, tc - delta.xy).x;
- c[1] = tex2D(u_Texture, tc).x;
- c[2] = tex2D(u_Texture, tc + delta.xy).x;
- c[3] = tex2D(u_Texture, tc + delta.zw).x;
-
- /* Find the 4 closest points in screen space */
- float2 p0 = float2((tc.x - delta.x) * width, c[0] * height);
- float2 p1 = float2((tc.x ) * width, c[1] * height);
- float2 p2 = float2((tc.x + delta.x) * width, c[2] * height);
- float2 p3 = float2((tc.x + delta.z) * width, c[3] * height);
- float2 a = float2(p.x * width, p.y * height);
-
- /* Compute distance to segments */
- float d = segdist(p0, p1, a);
- d = min(d, segdist(p1, p2, a));
- d = min(d, segdist(p2, p3, a));
-
- /* Compute distance to dots */
- d = min(d, length(a - p0) - dot_size);
- d = min(d, length(a - p1) - dot_size);
- d = min(d, length(a - p2) - dot_size);
- d = min(d, length(a - p3) - dot_size);
-
- /* Add line width */
- float lum = clamp(line_width - d, 0.0, 1.0);
-
- /* Compensate for sRGB */
- lum = pow(1.0 - lum, 1.0 / 2.4);
-
- /* Choose some funny colours */
- out_FragColor = float4(lerp(p.x, 1.0, lum), lum, lum, 1.0);
- }
-
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