/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2021 * * * * Permission is hereby granted, free of charge, to any person obtaining a copy of this * * software and associated documentation files (the "Software"), to deal in the Software * * without restriction, including without limitation the rights to use, copy, modify, * * merge, publish, distribute, sublicense, and/or sell copies of the Software, and to * * permit persons to whom the Software is furnished to do so, subject to the following * * conditions: * * * * The above copyright notice and this permission notice shall be included in all copies * * or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A * * PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF * * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE * * OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * ****************************************************************************************/ #version __CONTEXT__ out vec4 renderTableColor; in vec2 vs_uv; uniform int psfTextureSize; uniform int convolvedfTextureSize; uniform sampler2D psfTexture; uniform sampler2D shapeTexture; void main() { float fullColor = 0.0; float maxConvSize = float(psfTextureSize); float convStep = 1.0 / maxConvSize; float textureStep = 1.0 / float(convolvedfTextureSize); for (float i = 0.0, ii = 0.0; i < maxConvSize; i += convStep, ii += textureStep) { for (float j = 0.0, jj = 0.0; j < maxConvSize; j += convStep, jj += textureStep) { vec2 uv = vs_uv; uv.x = clamp(i < 0.5 ? vs_uv.x - ii : vs_uv.x + ii, 0.0, 1.0); uv.y = clamp(j < 0.5 ? vs_uv.y - jj : vs_uv.y + jj, 0.0, 1.0); fullColor += texture(shapeTexture, uv).x * texture(psfTexture, vec2(i, j)).x; } } renderTableColor = vec4(fullColor / 40.0); }