Wed 28 Aug 21:38:52 CEST 2024
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src/SimNDT/gui/resources/data/filter.frag
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src/SimNDT/gui/resources/data/filter.frag
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/*
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* glumpy is an OpenGL framework for the fast visualization of numpy arrays.
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* Copyright (C) 2009-2011 Nicolas P. Rougier. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY NICOLAS P. ROUGIER ''AS IS'' AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL NICOLAS P. ROUGIER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* The views and conclusions contained in the software and documentation are
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* those of the authors and should not be interpreted as representing official
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* policies, either expressed or implied, of Nicolas P. Rougier.
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*/
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/* #define GRID */
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/* #define ELEVATION */
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/* #define COLORIZATION */
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/* #define INTERPOLATION */
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/* #define GAMMA_CORRECTION */
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uniform vec2 pixel;
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uniform sampler2D texture; /* default location 0 */
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#ifdef ELEVATION
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uniform float elevation;
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#endif
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#ifdef GRID
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uniform vec4 grid_color;
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uniform vec3 grid_size;
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uniform vec3 grid_offset;
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uniform vec3 grid_thickness;
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#endif
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#ifdef INTERPOLATION
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uniform sampler1D kernel_lut; /* default location 1 */
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#endif
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#ifdef COLORIZATION
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uniform sampler1D color_lut; /* default location 2 */
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#endif
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#ifdef GAMMA_CORRECTION
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uniform float gamma;
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#endif
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varying vec4 vertex;
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varying float altitude;
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void main()
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{
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vec2 uv = gl_TexCoord[0].xy;
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vec4 color = texture2D(texture, uv);
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float a = altitude;
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#ifdef INTERPOLATION
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color = interpolate(texture, kernel_lut, uv, pixel);
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#ifndef NEAREST_INTERPOLATION
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a = color.a;
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#endif
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#endif
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#ifdef COLORIZATION
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color = texture1D(color_lut,color.a);
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#else
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//#ifdef INTERPOLATION
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// color = vec4(color.a,color.a,color.a,1.0);
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//#endif
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#endif
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#ifdef GRID
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vec3 v = vec3(vertex.xy,a) * grid_size - 0.0*grid_offset;
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vec3 f = abs(fract(v)-0.5);
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vec3 df = fwidth(v);
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vec3 g = smoothstep(-grid_thickness * df, +grid_thickness * df, f);
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float c = (1.0-g.x * g.y * g.z) * grid_color.a;
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color = mix(color, vec4(grid_color.rgb,color.a), c);
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#endif
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color *= gl_Color;
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#ifdef GAMMA_CORRECTION
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color = pow(color, vec4(1.0/gamma,1.0/gamma,1.0/gamma,1));
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#endif
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gl_FragColor = color;
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}
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