mirror of
https://github.com/OpenSpace/OpenSpace.git
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54 lines
2.9 KiB
GLSL
54 lines
2.9 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2023 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#version __CONTEXT__
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in vec2 vs_uv;
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out vec4 renderTableColor;
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uniform int psfTextureSize;
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uniform int convolvedfTextureSize;
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uniform sampler2D psfTexture;
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uniform sampler2D shapeTexture;
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void main() {
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float fullColor = 0.0;
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float maxConvSize = float(psfTextureSize);
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float convStep = 1.0 / maxConvSize;
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float textureStep = 1.0 / float(convolvedfTextureSize);
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for (float i = 0.0, ii = 0.0; i < maxConvSize; i += convStep, ii += textureStep) {
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for (float j = 0.0, jj = 0.0; j < maxConvSize; j += convStep, jj += textureStep) {
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vec2 uv = vs_uv;
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uv.x = clamp(i < 0.5 ? vs_uv.x - ii : vs_uv.x + ii, 0.0, 1.0);
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uv.y = clamp(j < 0.5 ? vs_uv.y - jj : vs_uv.y + jj, 0.0, 1.0);
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fullColor += texture(shapeTexture, uv).x * texture(psfTexture, vec2(i, j)).x;
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}
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}
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renderTableColor = vec4(fullColor / 40.0);
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}
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