Wed 28 Aug 21:38:52 CEST 2024

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sbosse 2024-08-28 21:41:34 +02:00
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/*
* glumpy is an OpenGL framework for the fast visualization of numpy arrays.
* Copyright (C) 2009-2011 Nicolas P. Rougier. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY NICOLAS P. ROUGIER ''AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL NICOLAS P. ROUGIER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are
* those of the authors and should not be interpreted as representing official
* policies, either expressed or implied, of Nicolas P. Rougier.
*/
/* #define GRID */
/* #define ELEVATION */
/* #define COLORIZATION */
/* #define INTERPOLATION */
/* #define GAMMA_CORRECTION */
uniform vec2 pixel;
uniform sampler2D texture; /* default location 0 */
#ifdef ELEVATION
uniform float elevation;
#endif
#ifdef GRID
uniform vec4 grid_color;
uniform vec3 grid_size;
uniform vec3 grid_offset;
uniform vec3 grid_thickness;
#endif
#ifdef INTERPOLATION
uniform sampler1D kernel_lut; /* default location 1 */
#endif
#ifdef COLORIZATION
uniform sampler1D color_lut; /* default location 2 */
#endif
#ifdef GAMMA_CORRECTION
uniform float gamma;
#endif
varying vec4 vertex;
varying float altitude;
void main()
{
vec2 uv = gl_TexCoord[0].xy;
vec4 color = texture2D(texture, uv);
float a = altitude;
#ifdef INTERPOLATION
color = interpolate(texture, kernel_lut, uv, pixel);
#ifndef NEAREST_INTERPOLATION
a = color.a;
#endif
#endif
#ifdef COLORIZATION
color = texture1D(color_lut,color.a);
#else
//#ifdef INTERPOLATION
// color = vec4(color.a,color.a,color.a,1.0);
//#endif
#endif
#ifdef GRID
vec3 v = vec3(vertex.xy,a) * grid_size - 0.0*grid_offset;
vec3 f = abs(fract(v)-0.5);
vec3 df = fwidth(v);
vec3 g = smoothstep(-grid_thickness * df, +grid_thickness * df, f);
float c = (1.0-g.x * g.y * g.z) * grid_color.a;
color = mix(color, vec4(grid_color.rgb,color.a), c);
#endif
color *= gl_Color;
#ifdef GAMMA_CORRECTION
color = pow(color, vec4(1.0/gamma,1.0/gamma,1.0/gamma,1));
#endif
gl_FragColor = color;
}