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tutorial: HLSL version of the graph plotting shader.

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Sam Hocevar sam před 12 roky
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51f08bfc87
1 změnil soubory, kde provedl 68 přidání a 0 odebrání
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      tutorial/04_texture.lolfx

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tutorial/04_texture.lolfx Zobrazit soubor

@@ -74,3 +74,71 @@ void main(void)
gl_FragColor = vec4(mix(p.x, 1.0, lum), lum, lum, 1.0);
}

[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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