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authorKonstantin Käfer <mail@kkaefer.com>2014-05-26 15:35:08 +0200
committerKonstantin Käfer <mail@kkaefer.com>2014-05-26 15:35:08 +0200
commit6ed5c0ddf3d940b8fb6c4517984b25e0e5d9d002 (patch)
tree30ab94aa59c2cc817cde434eeccf8fd1ace8ae59
parent9b5c75cef066420daea384b00349459115c30237 (diff)
downloadqtlocation-mapboxgl-6ed5c0ddf3d940b8fb6c4517984b25e0e5d9d002.tar.gz
use sigma 1 for blur by default
-rw-r--r--src/shader/gaussian.fragment.glsl10
-rw-r--r--src/shader/gaussian.vertex.glsl8
-rw-r--r--src/shader/shaders_gl.cpp4
-rw-r--r--src/shader/shaders_gles2.cpp4
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",