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- /* =========================================================================
- * Freetype GL - A C OpenGL Freetype engine
- * Platform: Any
- * WWW: http://code.google.com/p/freetype-gl/
- * -------------------------------------------------------------------------
- * Copyright 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.
- * ========================================================================= */
-
-
- vec3
- energy_distribution( vec4 previous, vec4 current, vec4 next )
- {
- float primary = 1.0/3.0;
- float secondary = 1.0/3.0;
- float tertiary = 0.0;
-
- // Energy distribution as explained on:
- // http://www.grc.com/freeandclear.htm
- //
- // .. v..
- // RGB RGB RGB
- // previous.g + previous.b + current.r + current.g + current.b
- //
- // . .v. .
- // RGB RGB RGB
- // previous.b + current.r + current.g + current.b + next.r
- //
- // ..v ..
- // RGB RGB RGB
- // current.r + current.g + current.b + next.r + next.g
-
- float r =
- tertiary * previous.g +
- secondary * previous.b +
- primary * current.r +
- secondary * current.g +
- tertiary * current.b;
-
- float g =
- tertiary * previous.b +
- secondary * current.r +
- primary * current.g +
- secondary * current.b +
- tertiary * next.r;
-
- float b =
- tertiary * current.r +
- secondary * current.g +
- primary * current.b +
- secondary * next.r +
- tertiary * next.g;
-
- return vec3(r,g,b);
- }
-
-
- uniform sampler2D texture;
- uniform vec3 pixel;
- varying float vgamma;
- varying float vshift;
- void main()
- {
- vec2 uv = gl_TexCoord[0].xy;
- float shift = vshift;
-
- // LCD Off
- if( pixel.z == 1.0)
- {
- float a = texture2D(texture, uv).r;
- gl_FragColor = gl_Color * pow( a, 1.0/vgamma );
- return;
- }
-
- // LCD On
- vec4 current = texture2D(texture, uv);
- vec4 previous= texture2D(texture, uv+vec2(-1.,0.)*pixel.xy);
- vec4 next = texture2D(texture, uv+vec2(+1.,0.)*pixel.xy);
-
- current = pow(current, vec4(1.0/vgamma));
- previous= pow(previous, vec4(1.0/vgamma));
-
- float r = current.r;
- float g = current.g;
- float b = current.b;
-
- if( shift <= 0.333 )
- {
- float z = shift/0.333;
- r = mix(current.r, previous.b, z);
- g = mix(current.g, current.r, z);
- b = mix(current.b, current.g, z);
- }
- else if( shift <= 0.666 )
- {
- float z = (shift-0.33)/0.333;
- r = mix(previous.b, previous.g, z);
- g = mix(current.r, previous.b, z);
- b = mix(current.g, current.r, z);
- }
- else if( shift < 1.0 )
- {
- float z = (shift-0.66)/0.334;
- r = mix(previous.g, previous.r, z);
- g = mix(previous.b, previous.g, z);
- b = mix(current.r, previous.b, z);
- }
-
- float t = max(max(r,g),b);
- vec4 color = vec4(gl_Color.rgb, (r+g+b)/3.0);
- color = t*color + (1.0-t)*vec4(r,g,b, min(min(r,g),b));
- gl_FragColor = vec4( color.rgb, gl_Color.a*color.a);
-
-
- // gl_FragColor = vec4(pow(vec3(r,g,b),vec3(1.0/vgamma)),a);
-
- /*
- vec3 color = energy_distribution(previous, vec4(r,g,b,1), next);
- color = pow( color, vec3(1.0/vgamma));
-
- vec3 color = vec3(r,g,b); //pow( vec3(r,g,b), vec3(1.0/vgamma));
- gl_FragColor.rgb = color; //*gl_Color.rgb;
- gl_FragColor.a = (color.r+color.g+color.b)/3.0 * gl_Color.a;
- */
-
- // gl_FragColor = vec4(pow(vec3(r,g,b),vec3(1.0/vgamma)),a);
- //gl_FragColor = vec4(r,g,b,a);
- }
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