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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-27 16:51:28 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-27 16:51:28 +0000 |
commit | 940b4d1848e8c70ab7642901a68594e8016caffc (patch) | |
tree | eb72f344ee6c3d9b80a7ecc079ea79e9fba8676d /vcl/opengl/shaders/areaScaleFastFragmentShader.glsl | |
parent | Initial commit. (diff) | |
download | libreoffice-940b4d1848e8c70ab7642901a68594e8016caffc.tar.xz libreoffice-940b4d1848e8c70ab7642901a68594e8016caffc.zip |
Adding upstream version 1:7.0.4.upstream/1%7.0.4upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'vcl/opengl/shaders/areaScaleFastFragmentShader.glsl')
-rw-r--r-- | vcl/opengl/shaders/areaScaleFastFragmentShader.glsl | 59 |
1 files changed, 59 insertions, 0 deletions
diff --git a/vcl/opengl/shaders/areaScaleFastFragmentShader.glsl b/vcl/opengl/shaders/areaScaleFastFragmentShader.glsl new file mode 100644 index 000000000..57ad8fa97 --- /dev/null +++ b/vcl/opengl/shaders/areaScaleFastFragmentShader.glsl @@ -0,0 +1,59 @@ +/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* + * This file is part of the LibreOffice project. + * + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. + */ + +/* TODO Use textureOffset for newest version of GLSL */ + +#version 130 + +uniform sampler2D sampler; +uniform int xscale; +uniform int yscale; +uniform float xstep; +uniform float ystep; +uniform float ratio; // = 1.0/(xscale*yscale) + +varying vec2 tex_coord; + +// This mode makes the scaling work like maskedTextureFragmentShader.glsl +// (instead of like plain textureVertexShader.glsl). +#ifdef MASKED +varying vec2 mask_coord; +uniform sampler2D mask; +#endif + +/* + Just make the resulting color the average of all the source pixels + (which is an area (xscale)x(yscale) ). +*/ +void main(void) +{ + vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 ); + vec2 offset = vec2( 0.0, 0.0 ); + for( int y = 0; y < yscale; ++y ) + { + for( int x = 0; x < xscale; ++x ) + { +#ifndef MASKED + sum += texture2D( sampler, tex_coord.st + offset ); +#else + vec4 texel; + texel = texture2D( sampler, tex_coord.st + offset ); + texel.a = 1.0 - texture2D( mask, mask_coord.st + offset ).r; + sum += texel; +#endif + offset.x += xstep; + } + offset.y += ystep; + offset.x = 0.0; + } + sum *= ratio; + gl_FragColor = sum; +} + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |