2013-04-09 13:31:46 +00:00
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static string OpenGLOutputVertexShader = R"(
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#version 150
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uniform vec4 targetSize;
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uniform vec4 outputSize;
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in vec2 texCoord;
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out Vertex {
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vec4 position;
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vec2 texCoord;
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} vertexOut;
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void main() {
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//center image within output window
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if(gl_VertexID == 0 || gl_VertexID == 2) {
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gl_Position.x = -(targetSize.x / outputSize.x);
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} else {
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gl_Position.x = +(targetSize.x / outputSize.x);
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}
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//center and flip vertically (buffer[0, 0] = top-left; OpenGL[0, 0] = bottom-left)
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if(gl_VertexID == 0 || gl_VertexID == 1) {
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gl_Position.y = +(targetSize.y / outputSize.y);
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} else {
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gl_Position.y = -(targetSize.y / outputSize.y);
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}
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//align image to even pixel boundary to prevent aliasing
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vec2 align = fract((outputSize.xy + targetSize.xy) / 2.0) * 2.0;
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gl_Position.xy -= align / outputSize.xy;
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vertexOut.texCoord = texCoord;
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}
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)";
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static string OpenGLVertexShader = R"(
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#version 150
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in vec4 position;
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in vec2 texCoord;
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out Vertex {
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vec4 position;
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vec2 texCoord;
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} vertexOut;
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void main() {
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gl_Position = position;
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vertexOut.texCoord = texCoord;
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}
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)";
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static string OpenGLGeometryShader = R"(
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#version 150
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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in Vertex {
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vec2 texCoord;
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} vertexIn[];
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out Vertex {
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vec2 texCoord;
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};
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void main() {
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for(int i = 0; i < gl_in.length(); i++) {
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gl_Position = gl_in[i].gl_Position;
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texCoord = vertexIn[i].texCoord;
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EmitVertex();
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}
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EndPrimitive();
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}
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)";
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static string OpenGLFragmentShader = R"(
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#version 150
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uniform sampler2D source[];
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in Vertex {
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vec2 texCoord;
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};
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out vec4 fragColor;
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void main() {
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2013-04-14 08:52:47 +00:00
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fragColor = texture(source[0], texCoord);
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2013-04-09 13:31:46 +00:00
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}
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)";
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