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authorSven Gothel <[email protected]>2011-10-04 02:48:22 +0200
committerSven Gothel <[email protected]>2011-10-04 02:48:22 +0200
commita095b7da968533120306ff9ef019685b6698272c (patch)
treef04c4043eafbfb7df255ea19aeeeeca69bd6e40c /src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01b-xxx.fp
parentc76e858c7f4481cab2dae6e079e0db35e3b591e6 (diff)
Graph Shader Simplification, 'a'/'b' redefined; GraphUI 2-pass demo;
Graph Shader Simplification - remove enable factor and 2nd 'discard' branch - use build-in 'max'/'clamp' functions, supposed to be faster Graph Shader 'a'/'b' redefined - 'a' is 1-pass shader only - 'b' is 2-pass incl. (1st pass + 2nd pass) - Works well on ARM Mali-400 MP (Galaxy S2). - Doesn't work on NV tegra2 (P1202: Texture's gl states do not match with shader's), however 2-pass on mobile seems to be overkill for now. We may create a workaround (switch shader ..). GraphUI 2-pass demo; - Propagate renderModes and texSize to UIShape's render(..) - TODO: Remove GL dependency in UIShape, maybe use a callback or visitor model - Adding GarpUI 2-pass launcher (Android and Standalone)
Diffstat (limited to 'src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01b-xxx.fp')
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01b-xxx.fp99
1 files changed, 64 insertions, 35 deletions
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01b-xxx.fp b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01b-xxx.fp
index 4bef33dbe..879e41e4c 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01b-xxx.fp
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01b-xxx.fp
@@ -1,10 +1,12 @@
//Copyright 2010 JogAmp Community. All rights reserved.
+//
+// 2-pass shader w/o weight
+//
+
#include uniforms.glsl
#include varyings.glsl
-#include consts.glsl
-const vec3 b_color = vec3(1.0, 1.0, 1.0);
const vec4 tex_weights = vec4(0.075, 0.06, 0.045, 0.025);
void main (void)
@@ -13,41 +15,68 @@ void main (void)
vec3 c = gcu_ColorStatic.rgb;
float alpha = 0.0;
+ float enable = 1.0;
- vec2 dfx = dFdx(gcv_TexCoord);
- vec2 dfy = dFdy(gcv_TexCoord);
-
- vec2 size = 1.0/gcu_TextureSize;
+ if((gcv_TexCoord.x == 0.0) && (gcv_TexCoord.y == 0.0)) {
+ alpha = gcu_Alpha;
+ }
+ else if((gcv_TexCoord.x >= 5.0)) {
+ vec2 dfx = dFdx(gcv_TexCoord);
+ vec2 dfy = dFdy(gcv_TexCoord);
+
+ vec2 size = 1.0/gcu_TextureSize;
- rtex -= 5.0;
- vec4 t = texture2D(gcu_TextureUnit, rtex)* 0.18;
+ rtex -= 5.0;
+ vec4 t = texture2D(gcu_TextureUnit, rtex)* 0.18;
+
+ t += texture2D(gcu_TextureUnit, rtex + size*(vec2(1, 0)))*tex_weights.x;
+ t += texture2D(gcu_TextureUnit, rtex - size*(vec2(1, 0)))*tex_weights.x;
+ t += texture2D(gcu_TextureUnit, rtex + size*(vec2(0, 1)))*tex_weights.x;
+ t += texture2D(gcu_TextureUnit, rtex - size*(vec2(0, 1)))*tex_weights.x;
+
+ t += texture2D(gcu_TextureUnit, rtex + 2.0*size*(vec2(1, 0)))*tex_weights.y;
+ t += texture2D(gcu_TextureUnit, rtex - 2.0*size*(vec2(1, 0)))*tex_weights.y;
+ t += texture2D(gcu_TextureUnit, rtex + 2.0*size*(vec2(0, 1)))*tex_weights.y;
+ t += texture2D(gcu_TextureUnit, rtex - 2.0*size*(vec2(0, 1)))*tex_weights.y;
+
+ t += texture2D(gcu_TextureUnit, rtex + 3.0*size*(vec2(1, 0)))*tex_weights.z;
+ t += texture2D(gcu_TextureUnit, rtex - 3.0*size*(vec2(1, 0)))*tex_weights.z;
+ t += texture2D(gcu_TextureUnit, rtex + 3.0*size*(vec2(0, 1)))*tex_weights.z;
+ t += texture2D(gcu_TextureUnit, rtex - 3.0*size*(vec2(0, 1)))*tex_weights.z;
+
+ t += texture2D(gcu_TextureUnit, rtex + 4.0*size*(vec2(1, 0)))*tex_weights.w;
+ t += texture2D(gcu_TextureUnit, rtex - 4.0*size*(vec2(1, 0)))*tex_weights.w;
+ t += texture2D(gcu_TextureUnit, rtex + 4.0*size*(vec2(0, 1)))*tex_weights.w;
+ t += texture2D(gcu_TextureUnit, rtex - 4.0*size*(vec2(0, 1)))*tex_weights.w;
+
+ /** discard freezes NV tegra2 compiler
+ if(t.w == 0.0){
+ discard;
+ } */
+
+ c = t.xyz;
+ alpha = gcu_Alpha * t.w;
+ }
+ else if ((gcv_TexCoord.x > 0.0) && (rtex.y > 0.0 || rtex.x == 1.0)) {
+ rtex.y -= 0.1;
+
+ if(rtex.y < 0.0 && gcv_TexCoord.y < 0.0) {
+ // discard; // freezes NV tegra2 compiler
+ alpha = 0.0;
+ } else {
+ rtex.y = max(rtex.y, 0.0);
+
+ vec2 dtx = dFdx(rtex);
+ vec2 dty = dFdy(rtex);
+
+ vec2 f = vec2((dtx.y - dtx.x + 2.0*rtex.x*dtx.x), (dty.y - dty.x + 2.0*rtex.x*dty.x));
+ float position = rtex.y - (rtex.x * (1.0 - rtex.x));
+
+ // FIXME: will we ever set gcu_Alpha != 1.0 ? If not, a==alpha!
+ float a = clamp(0.5 - ( position/length(f) ) * sign(gcv_TexCoord.y), 0.0, 1.0);
+ alpha = gcu_Alpha * a;
+ }
+ }
- t += texture2D(gcu_TextureUnit, rtex + size*(vec2(1, 0)))*tex_weights.x;
- t += texture2D(gcu_TextureUnit, rtex - size*(vec2(1, 0)))*tex_weights.x;
- t += texture2D(gcu_TextureUnit, rtex + size*(vec2(0, 1)))*tex_weights.x;
- t += texture2D(gcu_TextureUnit, rtex - size*(vec2(0, 1)))*tex_weights.x;
-
- t += texture2D(gcu_TextureUnit, rtex + 2.0*size*(vec2(1, 0)))*tex_weights.y;
- t += texture2D(gcu_TextureUnit, rtex - 2.0*size*(vec2(1, 0)))*tex_weights.y;
- t += texture2D(gcu_TextureUnit, rtex + 2.0*size*(vec2(0, 1)))*tex_weights.y;
- t += texture2D(gcu_TextureUnit, rtex - 2.0*size*(vec2(0, 1)))*tex_weights.y;
-
- t += texture2D(gcu_TextureUnit, rtex + 3.0*size*(vec2(1, 0)))*tex_weights.z;
- t += texture2D(gcu_TextureUnit, rtex - 3.0*size*(vec2(1, 0)))*tex_weights.z;
- t += texture2D(gcu_TextureUnit, rtex + 3.0*size*(vec2(0, 1)))*tex_weights.z;
- t += texture2D(gcu_TextureUnit, rtex - 3.0*size*(vec2(0, 1)))*tex_weights.z;
-
- t += texture2D(gcu_TextureUnit, rtex + 4.0*size*(vec2(1, 0)))*tex_weights.w;
- t += texture2D(gcu_TextureUnit, rtex - 4.0*size*(vec2(1, 0)))*tex_weights.w;
- t += texture2D(gcu_TextureUnit, rtex + 4.0*size*(vec2(0, 1)))*tex_weights.w;
- t += texture2D(gcu_TextureUnit, rtex - 4.0*size*(vec2(0, 1)))*tex_weights.w;
-
- /** discard freezes NV tegra2 compiler (TODO: dbl check)
- if(t.w == 0.0){
- discard;
- } */
-
- c = t.xyz;
- alpha = gcu_Alpha * t.w;
gl_FragColor = vec4(c, alpha);
}