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tutorial: make the GLSL Mandelbrot shader completely branchless.

legacy
Sam Hocevar sam 13年前
コミット
0a669f9c49
1個のファイルの変更27行の追加17行の削除
  1. +27
    -17
      test/tutorial/tut03.cpp

+ 27
- 17
test/tutorial/tut03.cpp ファイルの表示

@@ -391,6 +391,8 @@ public:
"uniform mat4 in_ZoomSettings;"
"uniform sampler2D in_Texture;"
""
"vec2 v05 = vec2(0.5, 0.5);"
""
"float mylen(vec2 p)"
"{"
" p *= in_TexelSize.zw;" /* Correct for aspect ratio */
@@ -424,8 +426,8 @@ public:
* so that we know the error between the pixel we get
* and the pixel we wanted. */
" vec2 r = q - 0.5 * in_TexelSize.xy;"
" float l = (abs(q.x - .5) < .5 && abs(q.y - .5) < .5)"
" ? 1.0 / mylen(r - p) : 0.0;"
" vec2 t = step(abs(q - v05), v05);"
" float l = t.x * t.y / mylen(r - p);"
/* Step 4: return final texel coordinates and
* corresponding error value. */
" return vec3(q * vec2(1.0, 0.25), l);"
@@ -441,8 +443,9 @@ public:
" q = in_TexelSize.xy"
" * (1.0 + 2.0 * floor(q * 0.5 * in_TexelSize.zw));"
" vec2 r = q - -0.5 * in_TexelSize.xy;"
" float l = (abs(q.x - .5) < .5 && abs(q.y - .5) < .5)"
" ? 1.0 / mylen(r - p) : 0.0;"
""
" vec2 t = step(abs(q - v05), v05);"
" float l = t.x * t.y / mylen(r - p);"
" return vec3(q * vec2(1.0, 0.25) + vec2(0.0, 0.25), l);"
"}"
""
@@ -456,8 +459,9 @@ public:
" q = in_TexelSize.xy"
" * (1.0 + 2.0 * floor(q * 0.5 * in_TexelSize.zw));"
" vec2 r = q - vec2(0.5, -0.5) * in_TexelSize.xy;"
" float l = (abs(q.x - .5) < .5 && abs(q.y - .5) < .5)"
" ? 1.0 / mylen(r - p) : 0.0;"
""
" vec2 t = step(abs(q - v05), v05);"
" float l = t.x * t.y / mylen(r - p);"
" return vec3(q * vec2(1.0, 0.25) + vec2(0.0, 0.50), l);"
"}"
""
@@ -471,8 +475,9 @@ public:
" q = in_TexelSize.xy"
" * (1.0 + 2.0 * floor(q * 0.5 * in_TexelSize.zw));"
" vec2 r = q - vec2(-0.5, 0.5) * in_TexelSize.xy;"
" float l = (abs(q.x - .5) < .5 && abs(q.y - .5) < .5)"
" ? 1.0 / mylen(r - p) : 0.0;"
""
" vec2 t = step(abs(q - v05), v05);"
" float l = t.x * t.y / mylen(r - p);"
" return vec3(q * vec2(1.0, 0.25) + vec2(0.0, 0.75), l);"
"}"
""
@@ -483,19 +488,24 @@ public:
#else
" vec2 coord = gl_TexCoord[0].xy;"
#endif
/* Get a pixel from each slice */
/* Get a pixel coordinate from each slice */
" vec3 k0 = nearest0(coord);"
" vec3 k1 = nearest1(coord);"
" vec3 k2 = nearest2(coord);"
" vec3 k3 = nearest3(coord);"
" vec4 p0 = texture2D(in_Texture, k0.xy);"
" vec4 p1 = texture2D(in_Texture, k1.xy);"
" vec4 p2 = texture2D(in_Texture, k2.xy);"
" vec4 p3 = texture2D(in_Texture, k3.xy);"
"if (k0.z >= k1.z && k0.z >= k2.z && k0.z >= k3.z) gl_FragColor = p0;"
"if (k1.z >= k0.z && k1.z >= k2.z && k1.z >= k3.z) gl_FragColor = p1;"
"if (k2.z >= k0.z && k2.z >= k1.z && k2.z >= k3.z) gl_FragColor = p2;"
"if (k3.z >= k0.z && k3.z >= k1.z && k3.z >= k2.z) gl_FragColor = p3;"
/* Get the nearest pixel */
" float t01 = step(k0.z, k1.z);"
" k0 = mix(k0, k1, t01);"
" float t23 = step(k2.z, k3.z);"
" k2 = mix(k2, k3, t23);"
" float t02 = step(k0.z, k2.z);"
" k0 = mix(k0, k2, t02);"
" gl_FragColor = texture2D(in_Texture, k0.xy);"
/* Alternate version: some kind of linear interpolation */
// " vec4 p0 = texture2D(in_Texture, k0.xy);"
// " vec4 p1 = texture2D(in_Texture, k1.xy);"
// " vec4 p2 = texture2D(in_Texture, k2.xy);"
// " vec4 p3 = texture2D(in_Texture, k3.xy);"
// " gl_FragColor = 1.0 / (k0.z + k1.z + k2.z + k3.z)"
// " * (k0.z * p0 + k1.z * p1 + k2.z * p2 + k3.z * p3);"
"}"


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