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-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass.fp89
1 files changed, 89 insertions, 0 deletions
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass.fp b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass.fp
new file mode 100644
index 000000000..0d878f2e4
--- /dev/null
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass.fp
@@ -0,0 +1,89 @@
+//Copyright 2010 JogAmp Community. All rights reserved.
+
+//
+// 2-pass shader w/o weight
+//
+
+#if __VERSION__ >= 130
+ out vec4 mgl_FragColor;
+#else
+ #define mgl_FragColor gl_FragColor
+#endif
+
+#include uniforms.glsl
+#include varyings.glsl
+
+const vec4 tex_weights = vec4(0.075, 0.06, 0.045, 0.025);
+
+void main (void)
+{
+ vec2 rtex = vec2(abs(gcv_TexCoord.x),abs(gcv_TexCoord.y));
+ vec3 c = gcu_ColorStatic.rgb;
+
+ float alpha = 0.0;
+ float enable = 1.0;
+
+ 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;
+
+ 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;
+
+ #if 0
+ if(t.w == 0.0){
+ discard; // discard freezes NV tegra2 compiler
+ }
+ #endif
+
+ 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;
+ }
+ }
+
+ mgl_FragColor = vec4(c, alpha);
+}