sketch_sobel.frag
来自「java 3d game jme 工程开发源代码」· FRAG 代码 · 共 61 行
FRAG
61 行
/*
* Copyright (c) 2003-2006 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
uniform sampler2D depth;
uniform float normalMult;
uniform float depthMult;
uniform float off;
varying vec2 vTexCoord;
void main(void)
{
vec4 s00 = texture2D(depth, vTexCoord + vec2(-off, -off));
vec4 s01 = texture2D(depth, vTexCoord + vec2( 0, -off));
vec4 s02 = texture2D(depth, vTexCoord + vec2( off, -off));
vec4 s10 = texture2D(depth, vTexCoord + vec2(-off, 0));
vec4 s12 = texture2D(depth, vTexCoord + vec2( off, 0));
vec4 s20 = texture2D(depth, vTexCoord + vec2(-off, off));
vec4 s21 = texture2D(depth, vTexCoord + vec2( 0, off));
vec4 s22 = texture2D(depth, vTexCoord + vec2( off, off));
vec4 sobelX = s00 + 2.0 * s10 + s20 - s02 - 2.0 * s12 - s22;
vec4 sobelY = s00 + 2.0 * s01 + s02 - s20 - 2.0 * s21 - s22;
vec4 edgeSqr = sobelX * sobelX + sobelY * sobelY;
float col = 1.0 - dot(edgeSqr, vec4(normalMult,normalMult,normalMult,depthMult));
gl_FragColor = vec4(col);
}
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