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// [config]
// expect_result: pass
// glsl_version: 1.20
//
// # NOTE: Config section was auto-generated from file
// # NOTE: 'glslparser.tests' at git revision
// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
// [end config]

/*
 * GStreamer
 * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Library General Public
 * License as published by the Free Software Foundation; either
 * version 2 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Library General Public License for more details.
 *
 * You should have received a copy of the GNU Library General Public
 * License along with this library; if not, write to the
 * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
 * Boston, MA 02111-1307, USA.
 */

#version 120
/* The #version was added by anholt in converting to piglit due to the
 * use of the array constructor.
 */

#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect tex;
uniform float hkern[9];
uniform float vkern[9];
uniform bool invert;
void main () {
  vec2 offset[9] = vec2[9] ( vec2(-1.0,-1.0), vec2( 0.0,-1.0), vec2( 1.0,-1.0),
                             vec2(-1.0, 0.0), vec2( 0.0, 0.0), vec2( 1.0, 0.0),
                             vec2(-1.0, 1.0), vec2( 0.0, 1.0), vec2( 1.0, 1.0) );
  vec2 texturecoord = gl_TexCoord[0].st;
  int i;
  float luma;
  float gx = 0.0;
  float gy = 0.0 ;
  for (i = 0; i < 9; i++) {
    if(hkern[i] != 0.0 || vkern[i] != 0.0) {
      vec4 neighbor = texture2DRect(tex, texturecoord + vec2(offset[i]));
      luma = dot(neighbor, vec4(0.2125, 0.7154, 0.0721, neighbor.a));
      gx += luma * hkern[i];
      gy += luma * vkern[i];
    }
  }
  float g = sqrt(gx*gx + gy*gy);
  if (invert) g = 1.0 - g;
  gl_FragColor = vec4(vec3(g), 1.0);
}