//VTK::System::Dec //========================================================================= // // Program: Visualization Toolkit // Module: vtkLineIntegralConvolution2D_fs2.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. // //========================================================================= // Anti-alias stage in vtkLineIntegralConvolution2D // the output of this shader //VTK::Output::Dec uniform sampler2D texLIC; // inout texture uniform vec2 uLICTexSize; // input texture size uniform vec4 uComputeBounds; // valid region of texture in vec2 tcoordVC; // fragment size float tcDx = 1.0 / uLICTexSize.x; float tcDy = 1.0 / uLICTexSize.y; // 3x3 Gaussian kernel float K[9] = float[9]( 0.0191724, 0.100120, 0.0191724, 0.1001200, 0.522831, 0.1001200, 0.0191724, 0.100120, 0.0191724 ); // tex lictc neighbor offsets vec2 fragDx[9] = vec2[9]( vec2(-tcDx, tcDy), vec2(0.0, tcDy), vec2(tcDx, tcDy), vec2(-tcDx, 0.0 ), vec2(0.0, 0.0 ), vec2(tcDx, 0.0 ), vec2(-tcDx, -tcDy), vec2(0.0, -tcDy), vec2(tcDx, -tcDy) ); // valid domain (because no ghost fragments) vec2 validBox[2] = vec2[2]( vec2( tcDx, tcDy), vec2(1.0 - tcDx, 1.0 - tcDy) ); // valid domain (because no ghost fragments) vec2 computeBounds0 = vec2(uComputeBounds[0] + tcDx, uComputeBounds[2] + tcDy); vec2 computeBounds1 = vec2(uComputeBounds[1] - tcDx, uComputeBounds[3] - tcDy); // determinie if fragment is outside the valid regions bool OutOfBounds( vec2 tc ) { return any(lessThan(tc, computeBounds0)) || any(greaterThan(tc, computeBounds1)); } // determine if the fragment was masked bool Masked(float val) { return val == 1.0; } void main( void ) { vec2 lictc = tcoordVC.st; vec4 lic; bool dontUse = false; float conv = 0.0; for (int i=0; i<9; ++i) { vec2 tc = lictc + fragDx[i]; lic = texture2D( texLIC, tc ); dontUse = dontUse || OutOfBounds(tc) || Masked(lic.g); conv = conv + K[i] * lic.r; } lic = texture2D( texLIC, lictc ); conv = ( 1.0 - float( dontUse ) ) * conv + float( dontUse ) * lic.r; gl_FragData[0] = vec4( conv, lic.g, 0.0, 1.0 ); }