Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Index: Boundaries.frag
- ===================================================================
- --- Boundaries.frag (revision 630)
- +++ Boundaries.frag (working copy)
- @@ -3,7 +3,7 @@
- uniform vec4 values;
- uniform float buffer_size;
- uniform float boundaries;
- -uniform sampler2D buffer;
- +uniform sampler2D buffer_;
- void main() {
- @@ -12,47 +12,47 @@
- bool nothing = true;
- if(gl_TexCoord[0].x < step) {
- - gl_FragColor = texture2D(buffer, gl_TexCoord[0].xy + vec2(step, 0.0));
- + gl_FragColor = texture2D(buffer_, gl_TexCoord[0].xy + vec2(step, 0.0));
- nothing = false;
- }
- if(gl_TexCoord[0].x > step * (buffer_size - 1.0)) {
- - gl_FragColor = texture2D(buffer, gl_TexCoord[0].xy - vec2(step, 0.0));
- + gl_FragColor = texture2D(buffer_, gl_TexCoord[0].xy - vec2(step, 0.0));
- nothing = false;
- }
- if(gl_TexCoord[0].y < step) {
- - gl_FragColor = texture2D(buffer, gl_TexCoord[0].xy + vec2(0.0, step));
- + gl_FragColor = texture2D(buffer_, gl_TexCoord[0].xy + vec2(0.0, step));
- nothing = false;
- }
- if(gl_TexCoord[0].y > step * (buffer_size - 1.0)) {
- - gl_FragColor = texture2D(buffer, gl_TexCoord[0].xy - vec2(0.0, step));
- + gl_FragColor = texture2D(buffer_, gl_TexCoord[0].xy - vec2(0.0, step));
- nothing = false;
- }
- // h
- if(gl_TexCoord[0].x < step && boundaries == 0.0) {
- - gl_FragColor = -texture2D(buffer, gl_TexCoord[0].xy + vec2(step, 0.0));
- + gl_FragColor = -texture2D(buffer_, gl_TexCoord[0].xy + vec2(step, 0.0));
- nothing = false;
- }
- if(gl_TexCoord[0].x > step * (buffer_size - 1.0) && boundaries == 0.0) {
- - gl_FragColor = -texture2D(buffer, gl_TexCoord[0].xy - vec2(step, 0.0));
- + gl_FragColor = -texture2D(buffer_, gl_TexCoord[0].xy - vec2(step, 0.0));
- nothing = false;
- }
- // v
- if(gl_TexCoord[0].y < step && boundaries == 1.0) {
- - gl_FragColor = -texture2D(buffer, gl_TexCoord[0].xy + vec2(0.0, step));
- + gl_FragColor = -texture2D(buffer_, gl_TexCoord[0].xy + vec2(0.0, step));
- nothing = false;
- }
- if(gl_TexCoord[0].y > step * (buffer_size - 1.0) && boundaries == 1.0) {
- - gl_FragColor = -texture2D(buffer, gl_TexCoord[0].xy - vec2(0.0, step));
- + gl_FragColor = -texture2D(buffer_, gl_TexCoord[0].xy - vec2(0.0, step));
- nothing = false;
- }
- @@ -60,28 +60,28 @@
- // corners
- // top left
- if(gl_TexCoord[0].x < step && gl_TexCoord[0].y < step) {
- - gl_FragColor = 0.5 * texture2D(buffer, gl_TexCoord[0].xy + vec2(step, 0.0)) + texture2D(buffer, gl_TexCoord[0].xy + vec2(0.0, step));
- + gl_FragColor = 0.5 * texture2D(buffer_, gl_TexCoord[0].xy + vec2(step, 0.0)) + texture2D(buffer_, gl_TexCoord[0].xy + vec2(0.0, step));
- }
- // bottom left
- if(gl_TexCoord[0].x < step && gl_TexCoord[0].y > step * (buffer_size - 1.0)) {
- - gl_FragColor = 0.5 * texture2D(buffer, gl_TexCoord[0].xy + vec2(step, step * buffer_size)) + texture2D(buffer, gl_TexCoord[0].xy + vec2(0.0, step * (buffer_size - 1.0)));
- + gl_FragColor = 0.5 * texture2D(buffer_, gl_TexCoord[0].xy + vec2(step, step * buffer_size)) + texture2D(buffer_, gl_TexCoord[0].xy + vec2(0.0, step * (buffer_size - 1.0)));
- }
- // top right
- if(gl_TexCoord[0].x > step * (buffer_size - 1.0) && gl_TexCoord[0].y < step) {
- - gl_FragColor = 0.5 * texture2D(buffer, gl_TexCoord[0].xy + vec2(step * (buffer_size - 1.0), 0.0)) + texture2D(buffer, gl_TexCoord[0].xy + vec2(step * buffer_size, step));
- + gl_FragColor = 0.5 * texture2D(buffer_, gl_TexCoord[0].xy + vec2(step * (buffer_size - 1.0), 0.0)) + texture2D(buffer_, gl_TexCoord[0].xy + vec2(step * buffer_size, step));
- }
- // bottom right
- if(gl_TexCoord[0].x > step * (buffer_size - 1.0) && gl_TexCoord[0].y > step * (buffer_size - 1.0)) {
- - gl_FragColor = 0.5 * texture2D(buffer, gl_TexCoord[0].xy + vec2(step * (buffer_size - 1.0), step * buffer_size)) +
- - texture2D(buffer, gl_TexCoord[0].xy + vec2(step * buffer_size, step * (buffer_size - 1.0)));
- + gl_FragColor = 0.5 * texture2D(buffer_, gl_TexCoord[0].xy + vec2(step * (buffer_size - 1.0), step * buffer_size)) +
- + texture2D(buffer_, gl_TexCoord[0].xy + vec2(step * buffer_size, step * (buffer_size - 1.0)));
- }
- if(nothing) {
- - gl_FragColor = texture2D(buffer, gl_TexCoord[0].xy);
- + gl_FragColor = texture2D(buffer_, gl_TexCoord[0].xy);
- }
- @@ -95,7 +95,7 @@
- gl_FragColor = vec4(values[1]);
- }
- else {
- - gl_FragColor = texture2D(buffer, gl_TexCoord[0].xy);
- + gl_FragColor = texture2D(buffer_, gl_TexCoord[0].xy);
- }
- }
- @@ -107,7 +107,7 @@
- gl_FragColor = vec4(values[2]);
- }
- else {
- - gl_FragColor = texture2D(buffer, gl_TexCoord[0].xy);
- + gl_FragColor = texture2D(buffer_, gl_TexCoord[0].xy);
- }
- }
- @@ -125,7 +125,7 @@
- gl_FragColor = vec4(values[1]);
- }
- else {
- - gl_FragColor = texture2D(buffer, gl_TexCoord[0].xy);
- + gl_FragColor = texture2D(buffer_, gl_TexCoord[0].xy);
- }
- }
- */
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement