/extra/gpu/effects/step/step.factor
http://github.com/abeaumont/factor · Factor · 40 lines · 33 code · 5 blank · 2 comment · 4 complexity · c1e9468cc646e5b4e9e8bb187c84aeac MD5 · raw file
- ! Copyright (C) 2010 Erik Charlebois.
- ! See http://factorcode.org/license.txt for BSD license.
- USING: destructors gpu.render gpu.shaders gpu.state gpu.textures
- gpu.util images kernel locals math.rectangles ;
- IN: gpu.effects.step
- GLSL-SHADER: step-fragment-shader fragment-shader
- const vec4 luminance = vec4(0.3, 0.59, 0.11, 0.0);
- uniform sampler2D texture;
- uniform sampler2D ramp;
- varying vec2 texcoord;
- void main()
- {
- vec4 col = texture2D(texture, texcoord);
- float l = dot(col, luminance);
- gl_FragColor = texture2D(ramp, vec2(l, 0.0));
- }
- ;
- UNIFORM-TUPLE: step-uniforms
- { "texture" texture-uniform f }
- { "ramp" texture-uniform f } ;
- GLSL-PROGRAM: step-program window-vertex-shader step-fragment-shader window-vertex-format ;
- : (step-texture) ( texture ramp texture dim -- )
- { 0 0 } swap <rect> <viewport-state> set-gpu-state
- [ step-uniforms boa ] dip {
- { "primitive-mode" [ 2drop triangle-strip-mode ] }
- { "uniforms" [ drop ] }
- { "vertex-array" [ 2drop <window-vertex-buffer> step-program <program-instance> <vertex-array> ] }
- { "indexes" [ 2drop T{ index-range f 0 4 } ] }
- { "framebuffer" [ nip ] }
- } 2<render-set> render ;
- :: step-texture ( texture ramp dim -- texture )
- dim RGB float-components <2d-render-texture> :> ( target-framebuffer target-texture )
- texture ramp target-framebuffer dim (step-texture)
- target-framebuffer dispose
- target-texture ;