Files
OpenSpace/modules/space/shaders/convolution_fs.glsl

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2.9 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2023 *
* *
* 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__
in vec2 vs_uv;
out vec4 renderTableColor;
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);
}