Pixel-Composer/build/Windows/0/cache/sh_preview_histogram.shader

64 lines
1.7 KiB
GLSL

//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
#define DIM 32.
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec4 color;
uniform sampler2D surface;
void main() {
vec3 brv = vec3(0.2126, 0.7152, 0.0722);
float tx = 1. / DIM;
float rng = 0.1;
float brF = v_vTexcoord.x - rng;
float brT = v_vTexcoord.x + rng;
float w = 0.;
float r = 0.;
float g = 0.;
float b = 0.;
for(float x = 0.; x < DIM; x++)
for(float y = 0.; y < DIM; y++) {
vec4 c = texture2D( surface, vec2(x + 0.5, y + 0.5) * tx );
float br = dot(c.rgb, brv);
if(br > brF && br <= brT) w++;
if(c.r > brF && c.r <= brT) r++;
if(c.g > brF && c.g <= brT) g++;
if(c.b > brF && c.b <= brT) b++;
}
float ws = 1. - w / (DIM * DIM);
float rs = 1. - r / (DIM * DIM);
float gs = 1. - g / (DIM * DIM);
float bs = 1. - b / (DIM * DIM);
gl_FragData[0] = vec4(step(ws, v_vTexcoord.y));
gl_FragData[1] = vec4(step(rs, v_vTexcoord.y));
gl_FragData[2] = vec4(step(gs, v_vTexcoord.y));
gl_FragData[3] = vec4(step(bs, v_vTexcoord.y));
}