//VTK::System::Dec // ============================================================================ // // Program: Visualization Toolkit // Module: vtkSobelGradientMagnitudePass1FS.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. in vec2 tcoordVC; uniform sampler2D source; uniform float stepSize; // 1/W // the output of this shader //VTK::Output::Dec void main(void) { vec2 offset=vec2(stepSize,0.0); vec4 t1=texture2D(source,tcoordVC-offset); vec4 t2=texture2D(source,tcoordVC); vec4 t3=texture2D(source,tcoordVC+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; }