diff options
author | Konstantin Käfer <mail@kkaefer.com> | 2014-05-26 15:35:08 +0200 |
---|---|---|
committer | Konstantin Käfer <mail@kkaefer.com> | 2014-05-26 15:35:08 +0200 |
commit | 6ed5c0ddf3d940b8fb6c4517984b25e0e5d9d002 (patch) | |
tree | 30ab94aa59c2cc817cde434eeccf8fd1ace8ae59 | |
parent | 9b5c75cef066420daea384b00349459115c30237 (diff) | |
download | qtlocation-mapboxgl-6ed5c0ddf3d940b8fb6c4517984b25e0e5d9d002.tar.gz |
use sigma 1 for blur by default
-rw-r--r-- | src/shader/gaussian.fragment.glsl | 10 | ||||
-rw-r--r-- | src/shader/gaussian.vertex.glsl | 8 | ||||
-rw-r--r-- | src/shader/shaders_gl.cpp | 4 | ||||
-rw-r--r-- | src/shader/shaders_gles2.cpp | 4 |
4 files changed, 11 insertions, 15 deletions
diff --git a/src/shader/gaussian.fragment.glsl b/src/shader/gaussian.fragment.glsl index b7b193b269..e29afc0a82 100644 --- a/src/shader/gaussian.fragment.glsl +++ b/src/shader/gaussian.fragment.glsl @@ -1,14 +1,12 @@ uniform sampler2D u_image; -varying vec2 v_coords[5]; +varying vec2 v_coords[3]; void main() { vec4 sum = vec4(0.0); - sum += texture2D(u_image, v_coords[0]) * 0.204164; - sum += texture2D(u_image, v_coords[1]) * 0.304005; - sum += texture2D(u_image, v_coords[2]) * 0.304005; - sum += texture2D(u_image, v_coords[3]) * 0.093913; - sum += texture2D(u_image, v_coords[4]) * 0.093913; + sum += texture2D(u_image, v_coords[0]) * 0.40261994689424746; + sum += texture2D(u_image, v_coords[1]) * 0.2986900265528763; + sum += texture2D(u_image, v_coords[2]) * 0.2986900265528763; gl_FragColor = sum; }
\ No newline at end of file diff --git a/src/shader/gaussian.vertex.glsl b/src/shader/gaussian.vertex.glsl index 4f60e2a11b..320d48f23d 100644 --- a/src/shader/gaussian.vertex.glsl +++ b/src/shader/gaussian.vertex.glsl @@ -3,15 +3,13 @@ attribute vec2 a_pos; uniform mat4 u_matrix; uniform vec2 u_offset; -varying vec2 v_coords[5]; +varying vec2 v_coords[3]; void main() { gl_Position = u_matrix * vec4(a_pos, 0, 1); vec2 tex = (gl_Position.xy + 1.0) / 2.0; v_coords[0] = tex; - v_coords[1] = tex + u_offset * 1.407333; - v_coords[2] = tex - u_offset * 1.407333; - v_coords[3] = tex + u_offset * 3.294215; - v_coords[4] = tex - u_offset * 3.294215; + v_coords[1] = tex + u_offset * 1.1824255238063563; + v_coords[2] = tex - u_offset * 1.1824255238063563; } diff --git a/src/shader/shaders_gl.cpp b/src/shader/shaders_gl.cpp index 84fc539b44..fab63485f4 100644 --- a/src/shader/shaders_gl.cpp +++ b/src/shader/shaders_gl.cpp @@ -15,8 +15,8 @@ const shader_source llmr::shaders[SHADER_COUNT] = { "#version 120\nuniform vec4 u_color;\nuniform float u_blur;\nvoid main ()\n{\n vec2 x_1;\n x_1 = (gl_PointCoord - 0.5);\n float tmpvar_2;\n tmpvar_2 = clamp (((\n sqrt(dot (x_1, x_1))\n - 0.5) / (\n (0.5 - u_blur)\n - 0.5)), 0.0, 1.0);\n gl_FragColor = (u_color * (tmpvar_2 * (tmpvar_2 * \n (3.0 - (2.0 * tmpvar_2))\n )));\n}\n\n", }, { - "#version 120\nattribute vec2 a_pos;\nuniform mat4 u_matrix;\nuniform vec2 u_offset;\nvarying vec2 v_coords[5];\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n vec4 tmpvar_2;\n tmpvar_2 = (u_matrix * tmpvar_1);\n gl_Position = tmpvar_2;\n vec2 tmpvar_3;\n tmpvar_3 = ((tmpvar_2.xy + 1.0) / 2.0);\n v_coords[0] = tmpvar_3;\n vec2 cse_4;\n cse_4 = (u_offset * 1.40733);\n v_coords[1] = (tmpvar_3 + cse_4);\n v_coords[2] = (tmpvar_3 - cse_4);\n vec2 cse_5;\n cse_5 = (u_offset * 3.29421);\n v_coords[3] = (tmpvar_3 + cse_5);\n v_coords[4] = (tmpvar_3 - cse_5);\n}\n\n", - "#version 120\nuniform sampler2D u_image;\nvarying vec2 v_coords[5];\nvoid main ()\n{\n gl_FragColor = (((\n ((texture2D (u_image, v_coords[0]) * 0.204164) + (texture2D (u_image, v_coords[1]) * 0.304005))\n + \n (texture2D (u_image, v_coords[2]) * 0.304005)\n ) + (texture2D (u_image, v_coords[3]) * 0.093913)) + (texture2D (u_image, v_coords[4]) * 0.093913));\n}\n\n", + "#version 120\nattribute vec2 a_pos;\nuniform mat4 u_matrix;\nuniform vec2 u_offset;\nvarying vec2 v_coords[3];\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n vec4 tmpvar_2;\n tmpvar_2 = (u_matrix * tmpvar_1);\n gl_Position = tmpvar_2;\n vec2 tmpvar_3;\n tmpvar_3 = ((tmpvar_2.xy + 1.0) / 2.0);\n v_coords[0] = tmpvar_3;\n vec2 cse_4;\n cse_4 = (u_offset * 1.18243);\n v_coords[1] = (tmpvar_3 + cse_4);\n v_coords[2] = (tmpvar_3 - cse_4);\n}\n\n", + "#version 120\nuniform sampler2D u_image;\nvarying vec2 v_coords[3];\nvoid main ()\n{\n gl_FragColor = (((texture2D (u_image, v_coords[0]) * 0.40262) + (texture2D (u_image, v_coords[1]) * 0.29869)) + (texture2D (u_image, v_coords[2]) * 0.29869));\n}\n\n", }, { "#version 120\nattribute vec2 a_pos;\nattribute vec2 a_tex;\nuniform mat4 u_matrix;\nuniform float u_size;\nuniform float u_ratio;\nvarying vec2 v_tex;\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n gl_Position = (u_matrix * tmpvar_1);\n gl_PointSize = u_size;\n v_tex = (a_tex * u_ratio);\n}\n\n", diff --git a/src/shader/shaders_gles2.cpp b/src/shader/shaders_gles2.cpp index 6dad644e76..ce17d1bbcb 100644 --- a/src/shader/shaders_gles2.cpp +++ b/src/shader/shaders_gles2.cpp @@ -15,8 +15,8 @@ const shader_source llmr::shaders[SHADER_COUNT] = { "precision highp float;\nuniform vec4 u_color;\nuniform float u_blur;\nvoid main ()\n{\n mediump vec2 x_1;\n x_1 = (gl_PointCoord - 0.5);\n mediump float tmpvar_2;\n tmpvar_2 = clamp (((\n sqrt(dot (x_1, x_1))\n - 0.5) / (\n (0.5 - u_blur)\n - 0.5)), 0.0, 1.0);\n gl_FragColor = (u_color * (tmpvar_2 * (tmpvar_2 * \n (3.0 - (2.0 * tmpvar_2))\n )));\n}\n\n", }, { - "precision highp float;\nattribute vec2 a_pos;\nuniform mat4 u_matrix;\nuniform vec2 u_offset;\nvarying highp vec2 v_coords[5];\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n vec4 tmpvar_2;\n tmpvar_2 = (u_matrix * tmpvar_1);\n gl_Position = tmpvar_2;\n highp vec2 tmpvar_3;\n tmpvar_3 = ((tmpvar_2.xy + 1.0) / 2.0);\n v_coords[0] = tmpvar_3;\n vec2 cse_4;\n cse_4 = (u_offset * 1.40733);\n v_coords[1] = (tmpvar_3 + cse_4);\n v_coords[2] = (tmpvar_3 - cse_4);\n vec2 cse_5;\n cse_5 = (u_offset * 3.29421);\n v_coords[3] = (tmpvar_3 + cse_5);\n v_coords[4] = (tmpvar_3 - cse_5);\n}\n\n", - "precision highp float;\nuniform sampler2D u_image;\nvarying vec2 v_coords[5];\nvoid main ()\n{\n lowp vec4 tmpvar_1;\n tmpvar_1 = (((\n ((texture2D (u_image, v_coords[0]) * 0.204164) + (texture2D (u_image, v_coords[1]) * 0.304005))\n + \n (texture2D (u_image, v_coords[2]) * 0.304005)\n ) + (texture2D (u_image, v_coords[3]) * 0.093913)) + (texture2D (u_image, v_coords[4]) * 0.093913));\n gl_FragColor = tmpvar_1;\n}\n\n", + "precision highp float;\nattribute vec2 a_pos;\nuniform mat4 u_matrix;\nuniform vec2 u_offset;\nvarying highp vec2 v_coords[3];\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n vec4 tmpvar_2;\n tmpvar_2 = (u_matrix * tmpvar_1);\n gl_Position = tmpvar_2;\n highp vec2 tmpvar_3;\n tmpvar_3 = ((tmpvar_2.xy + 1.0) / 2.0);\n v_coords[0] = tmpvar_3;\n vec2 cse_4;\n cse_4 = (u_offset * 1.18243);\n v_coords[1] = (tmpvar_3 + cse_4);\n v_coords[2] = (tmpvar_3 - cse_4);\n}\n\n", + "precision highp float;\nuniform sampler2D u_image;\nvarying vec2 v_coords[3];\nvoid main ()\n{\n lowp vec4 tmpvar_1;\n tmpvar_1 = (((texture2D (u_image, v_coords[0]) * 0.40262) + (texture2D (u_image, v_coords[1]) * 0.29869)) + (texture2D (u_image, v_coords[2]) * 0.29869));\n gl_FragColor = tmpvar_1;\n}\n\n", }, { "precision highp float;\nattribute vec2 a_pos;\nattribute vec2 a_tex;\nuniform mat4 u_matrix;\nuniform float u_size;\nuniform float u_ratio;\nvarying vec2 v_tex;\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n gl_Position = (u_matrix * tmpvar_1);\n gl_PointSize = u_size;\n v_tex = (a_tex * u_ratio);\n}\n\n", |