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Indent parameters: INDENT_PARAMETERS="--braces-on-if-line \ --case-brace-indentation0 \ --case-indentation2 \ --braces-after-struct-decl-line \ --line-length80 \ --no-tabs \ --cuddle-else \ --dont-line-up-parentheses \ --honour-newlines \ --continuation-indentation4 \ --tab-size8 \ --indent-level2"
376 lines
15 KiB
C
376 lines
15 KiB
C
/*
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* GStreamer
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* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#include <gstgleffects.h>
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#include <gstgleffectssources.h>
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/* A common file for sources is needed since shader sources can be
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* generic and reused by several effects */
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/* Mirror effect */
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const gchar *mirror_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform float width, height;"
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"void main () {"
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" vec2 tex_size = vec2 (width, height);"
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" vec2 texturecoord = gl_TexCoord[0].xy;"
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" vec2 normcoord;"
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" normcoord = texturecoord / tex_size - 1.0;"
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" normcoord.x *= sign (normcoord.x);"
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" texturecoord = (normcoord + 1.0) * tex_size;"
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" vec4 color = texture2DRect (tex, texturecoord); "
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" gl_FragColor = color * gl_Color;" "}";
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/* Squeeze effect */
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const gchar *squeeze_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform float width, height;"
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"void main () {"
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" vec2 tex_size = vec2 (width, height);"
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" vec2 texturecoord = gl_TexCoord[0].xy;"
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" vec2 normcoord;"
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" normcoord = texturecoord / tex_size - 1.0; "
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" float r = length (normcoord);"
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" r = pow(r, 0.40)*1.3;"
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" normcoord = normcoord / r;"
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" texturecoord = (normcoord + 1.0) * tex_size;"
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" vec4 color = texture2DRect (tex, texturecoord); "
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" gl_FragColor = color * gl_Color;" "}";
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/* Stretch Effect */
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const gchar *stretch_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform float width, height;"
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"void main () {"
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" vec2 tex_size = vec2 (width, height);"
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" vec2 texturecoord = gl_TexCoord[0].xy;"
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" vec2 normcoord;"
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" normcoord = texturecoord / tex_size - 1.0;"
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" float r = length (normcoord);"
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" normcoord *= 2.0 - smoothstep(0.0, 0.7, r);"
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" texturecoord = (normcoord + 1.0) * tex_size;"
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" vec4 color = texture2DRect (tex, texturecoord);"
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" gl_FragColor = color * gl_Color;" "}";
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/* Light Tunnel effect */
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const gchar *tunnel_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform float width, height;"
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"void main () {"
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" vec2 tex_size = vec2 (width, height);"
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" vec2 texturecoord = gl_TexCoord[0].xy;" " vec2 normcoord;"
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/* little trick with normalized coords to obtain a circle */
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" normcoord = texturecoord / tex_size.x - tex_size / tex_size.x;" " float r = length(normcoord);" " float phi = atan(normcoord.y, normcoord.x);" " r = clamp (r, 0.0, 0.5);" /* is there a way to do this without polars? */
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" normcoord.x = r * cos(phi);"
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" normcoord.y = r * sin(phi); "
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" texturecoord = (normcoord + tex_size/tex_size.x) * tex_size.x;"
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" vec4 color = texture2DRect (tex, texturecoord); "
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" gl_FragColor = color;" "}";
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/* FishEye effect */
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const gchar *fisheye_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform float width, height;"
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"void main () {"
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" vec2 tex_size = vec2 (width, height);"
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" vec2 texturecoord = gl_TexCoord[0].xy;"
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" vec2 normcoord;"
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" normcoord = texturecoord / tex_size - 1.0;"
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" float r = length (normcoord);"
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" normcoord *= r/sqrt(2.0);"
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" texturecoord = (normcoord + 1.0) * tex_size;"
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" vec4 color = texture2DRect (tex, texturecoord);"
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" gl_FragColor = color;" "}";
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/* Twirl effect */
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const gchar *twirl_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform float width, height;"
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"void main () {"
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" vec2 tex_size = vec2 (width, height);"
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" vec2 texturecoord = gl_TexCoord[0].xy;"
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" vec2 normcoord;"
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" normcoord = texturecoord / tex_size - 1.0;"
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" float r = length (normcoord);"
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" float phi = atan (normcoord.y, normcoord.x);"
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" phi += (1.0 - smoothstep (-0.6, 0.6, r)) * 4.8;"
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" normcoord.x = r * cos(phi);"
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" normcoord.y = r * sin(phi);"
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" texturecoord = (normcoord + 1.0) * tex_size;"
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" vec4 color = texture2DRect (tex, texturecoord); "
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" gl_FragColor = color;" "}";
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/* Bulge effect */
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const gchar *bulge_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform float width, height;"
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"void main () {"
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" vec2 tex_size = vec2 (width, height);"
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" vec2 texturecoord = gl_TexCoord[0].xy;"
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" vec2 normcoord;"
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" normcoord = texturecoord / tex_size - 1.0;"
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" float r = length (normcoord);"
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" normcoord *= smoothstep (-0.1, 0.5, r);"
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" texturecoord = (normcoord + 1.0) * tex_size;"
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" vec4 color = texture2DRect (tex, texturecoord);"
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" gl_FragColor = color;" "}";
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/* Square Effect */
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const gchar *square_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform float width;"
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"uniform float height;"
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"void main () {"
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" vec2 tex_size = vec2 (width, height);"
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" vec2 texturecoord = gl_TexCoord[0].xy;"
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" vec2 normcoord;"
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" normcoord = texturecoord / tex_size - 1.0;"
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" float r = length (normcoord);"
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" normcoord *= 1.0 + smoothstep(0.25, 0.5, abs(normcoord));"
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" normcoord /= 2.0; /* zoom amount */"
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" texturecoord = (normcoord + 1.0) * tex_size;"
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" vec4 color = texture2DRect (tex, texturecoord);"
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" gl_FragColor = color * gl_Color;" "}";
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const gchar *luma_threshold_fragment_source = "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect tex;" "void main () {" " vec2 texturecoord = gl_TexCoord[0].st;" " int i;" " vec4 color = texture2DRect(tex, texturecoord);" " float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));" /* BT.709 (from orange book) */
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" gl_FragColor = vec4 (vec3 (smoothstep (0.30, 0.50, luma)), color.a);"
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"}";
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const gchar *sobel_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform float hkern[9];"
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"uniform float vkern[9];"
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"uniform bool invert;"
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"void main () {"
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" vec2 offset[9] = vec2[9] ( vec2(-1.0,-1.0), vec2( 0.0,-1.0), vec2( 1.0,-1.0),"
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" vec2(-1.0, 0.0), vec2( 0.0, 0.0), vec2( 1.0, 0.0),"
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" vec2(-1.0, 1.0), vec2( 0.0, 1.0), vec2( 1.0, 1.0) );"
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" vec2 texturecoord = gl_TexCoord[0].st;"
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" int i;"
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" float luma;"
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" float gx = 0.0;"
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" float gy = 0.0 ;"
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" for (i = 0; i < 9; i++) { "
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" if(hkern[i] != 0.0 || vkern[i] != 0.0) {"
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" vec4 neighbor = texture2DRect(tex, texturecoord + vec2(offset[i])); "
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" luma = dot(neighbor, vec4(0.2125, 0.7154, 0.0721, neighbor.a));"
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" gx += luma * hkern[i]; "
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" gy += luma * vkern[i]; "
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" }"
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" }"
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" float g = sqrt(gx*gx + gy*gy);"
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" if (invert) g = 1.0 - g;" " gl_FragColor = vec4(vec3(g), 1.0);" "}";
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/* horizontal convolution */
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const gchar *hconv9_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform float norm_const;"
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"uniform float norm_offset;" "uniform float kernel[9];" "void main () {"
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/* "float offset[9] = float[9] (-4.0, -3.0, -2.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0);" */
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/* don't use array constructor so we don't have to depend on #version 120 */
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" float offset[9];"
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" offset[0] = -4.0;"
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" offset[1] = -3.0;"
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" offset[2] = -2.0;"
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" offset[3] = -1.0;"
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" offset[4] = 0.0;"
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" offset[5] = 1.0;"
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" offset[6] = 2.0;"
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" offset[7] = 3.0;"
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" offset[8] = 4.0;"
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" vec2 texturecoord = gl_TexCoord[0].st;"
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" int i;"
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" vec4 sum = vec4 (0.0);"
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" for (i = 0; i < 9; i++) { "
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" if (kernel[i] != 0.0) {"
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" vec4 neighbor = texture2DRect(tex, vec2(texturecoord.s+offset[i], texturecoord.t)); "
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" sum += neighbor * kernel[i]/norm_const; "
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" }" " }" " gl_FragColor = sum + norm_offset;" "}";
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/* vertical convolution */
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const gchar *vconv9_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform float norm_const;"
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"uniform float norm_offset;" "uniform float kernel[9];" "void main () {"
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/* "float offset[9] = float[9] (-4.0, -3.0, -2.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0);" */
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/* don't use array constructor so we don't have to depend on #version 120 */
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" float offset[9];"
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" offset[0] = -4.0;"
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" offset[1] = -3.0;"
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" offset[2] = -2.0;"
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" offset[3] = -1.0;"
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" offset[4] = 0.0;"
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" offset[5] = 1.0;"
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" offset[6] = 2.0;"
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" offset[7] = 3.0;"
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" offset[8] = 4.0;"
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" vec2 texturecoord = gl_TexCoord[0].st;"
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" int i;"
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" vec4 sum = vec4 (0.0);"
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" for (i = 0; i < 9; i++) { "
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" if (kernel[i] != 0.0) {"
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" vec4 neighbor = texture2DRect(tex, vec2(texturecoord.s, texturecoord.t+offset[i])); "
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" sum += neighbor * kernel[i]/norm_const; "
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" }" " }" " gl_FragColor = sum + norm_offset;" "}";
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/* TODO: support several blend modes */
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const gchar *sum_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect base;"
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"uniform sampler2DRect blend;"
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"uniform float alpha;"
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"uniform float beta;"
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"void main () {"
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" vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st);"
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" vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st);"
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" gl_FragColor = alpha * basecolor + beta * blendcolor;" "}";
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const gchar *multiply_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect base;"
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"uniform sampler2DRect blend;"
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"uniform float alpha;"
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"void main () {"
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" vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st);"
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" vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st);"
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" gl_FragColor = (1 - alpha) * basecolor + alpha * basecolor * blendcolor;"
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"}";
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/* lut operations, map luma to tex1d, see orange book (chapter 19) */
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const gchar *luma_to_curve_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform sampler1D curve;"
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"void main () {"
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" vec2 texturecoord = gl_TexCoord[0].st;"
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" vec4 color = texture2DRect (tex, texturecoord);"
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" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));"
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" color = texture1D(curve, luma);" " gl_FragColor = color;" "}";
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/* lut operations, map rgb to tex1d, see orange book (chapter 19) */
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const gchar *rgb_to_curve_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform sampler1D curve;"
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"void main () {"
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" vec2 texturecoord = gl_TexCoord[0].st;"
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" vec4 color = texture2DRect (tex, texturecoord);"
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" vec4 outcolor;"
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" outcolor.r = texture1D(curve, color.r).r;"
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" outcolor.g = texture1D(curve, color.g).g;"
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" outcolor.b = texture1D(curve, color.b).b;"
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" outcolor.a = color.a;" " gl_FragColor = outcolor;" "}";
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const gchar *sin_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;" "vec3 rgb2hsl (vec3 v) " "{"
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/* TODO: check this algorythm */
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" float MIN, MAX;"
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" float r, g, b;"
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" float h, l, s;"
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" float delta;"
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" h = 0.0; l = 0.0; s = 0.0;"
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" r = v.r; g = v.g; b = v.b;"
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" MIN = min (r, min (g, b));"
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" MAX = max (r, max (g, b));"
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" delta = MAX - MIN;"
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" l = (MAX + MIN) / 2.0;"
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" if ((MAX - MIN) < 0.0001) { h = 0.0; s = 0.0; }"
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" else {"
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" if (l <= 0.5) s = (MAX - MIN) / (MAX + MIN);"
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" else s = (MAX - MIN) / (2.0 - MAX - MIN);"
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" if (r == MAX) h = (g - b) / delta;"
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" else if (g == MAX) h = 2.0 + (b - r) / delta;"
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" else h = 4.0 + (r - g) / delta;"
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" h *= 60.0;"
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" if (h < 0.0) h += 360.0;"
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" }"
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" return vec3 (h, l, s);"
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"}"
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"void main () {"
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" vec3 HSL, RGB;"
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" vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st));"
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" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));"
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" HSL = rgb2hsl (color.rgb);"
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/* move hls discontinuity away from the desired red zone so we can use
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* smoothstep.. to try: convert degrees in radiants, divide by 2 and
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* smoothstep cosine */
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" HSL.x += 180.0;" " if ((HSL.x) > 360.0) HSL.x -= 360.0;"
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/* damn, it is extremely hard to get rid of human face reds! */
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/* picked hue is slightly shifted towards violet to prevent this but
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* still fails.. maybe hsl is not well suited for this */
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" float a = smoothstep (110.0, 150.0, HSL.x);"
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" float b = smoothstep (170.0, 210.0, HSL.x);"
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" float alpha = a - b;"
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" gl_FragColor = color * alpha + luma * (1.0 - alpha);" "}";
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const gchar *interpolate_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect base;"
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"uniform sampler2DRect blend;"
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"void main () {"
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"vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st);"
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"vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st);"
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"vec4 white = vec4(1.0);"
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"gl_FragColor = blendcolor + (1.0 - blendcolor.a) * basecolor;" "}";
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const gchar *texture_interp_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect base;"
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"uniform sampler2DRect blend;"
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"uniform sampler2DRect alpha;"
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"void main () {"
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"vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st);"
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"vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st);"
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"vec4 alphacolor = texture2DRect (alpha, gl_TexCoord[0].st);"
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// "gl_FragColor = alphacolor;"
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"gl_FragColor = (alphacolor * blendcolor) + (1.0 - alphacolor) * basecolor;"
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"}";
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const gchar *difference_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect saved;"
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"uniform sampler2DRect current;"
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"void main () {"
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"vec4 savedcolor = texture2DRect (saved, gl_TexCoord[0].st);"
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"vec4 currentcolor = texture2DRect (current, gl_TexCoord[0].st);"
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"gl_FragColor = vec4 (step (0.12, length (savedcolor - currentcolor)));"
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"}";
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