// ============================================================================ // // Program: Visualization Toolkit // Module: vtkSobelGradientMagnitudePassShader1_fs.glsl // // Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen // All rights reserved. // See Copyright.txt or http://www.kitware.com/Copyright.htm for details. // // This software is distributed WITHOUT ANY WARRANTY; without even // the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR // PURPOSE. See the above copyright notice for more information. // // ============================================================================ // Fragment shader used by the first pass of the Sobel filter render pass. #version 110 // GLSL Spec 1.10 rev 59 30-April-2004 defines gl_FragData[] but implementation // older than the spec only has it as an extension // (nVidia Linux driver 100.14.13, OpenGL version 2.1.1, // on Quadro FX 3500/PCI/SSE2) #extension GL_ARB_draw_buffers : enable uniform sampler2D source; uniform float stepSize; // 1/W void main(void) { vec2 tcoord=gl_TexCoord[0].st; vec2 offset=vec2(stepSize,0.0); vec4 t1=texture2D(source,tcoord-offset); vec4 t2=texture2D(source,tcoord); vec4 t3=texture2D(source,tcoord+offset); // Gx // version with unclamped float textures t3-t1 will be in [-1,1] // gl_FragData[0]=t3-t1; // version with clamped unchar textures (t3-t1+1)/2 stays in [0,1] gl_FragData[0]=(t3-t1+1.0)/2.0; // Gy gl_FragData[1]=(t1+2.0*t2+t3)/4.0; }