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* tests/test-fbo.c: (make_shader):
* tests/test-shader.c: (main): multiply the resulting gl_FragColor with gl_Color before being done to take opacity into account in the GLSL fragments.
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@ -1,3 +1,10 @@
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2008-02-04 Øyvind Kolås <pippin@o-hand.com>
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* tests/test-fbo.c: (make_shader):
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* tests/test-shader.c: (main): multiply the resulting gl_FragColor
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with gl_Color before being done to take opacity into account in the
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GLSL fragments.
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2008-02-04 Øyvind Kolås <pippin@o-hand.com>
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2008-02-04 Øyvind Kolås <pippin@o-hand.com>
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* clutter/clutter-actor.[ch]: added clutter_actor_get_shader and
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* clutter/clutter-actor.[ch]: added clutter_actor_get_shader and
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@ -57,7 +57,7 @@ make_shader(void)
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" }"
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" }"
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""
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""
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" gl_FragColor = color / float(count);"
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" gl_FragColor = color / float(count);"
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" gl_FragColor = gl_FragColor * gl_Color;"
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"}",
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"}",
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-1
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-1
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);
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);
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@ -28,6 +28,7 @@ static ShaderSource shaders[]=
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" pend_s4_result.y = (pend_s4_result.y - 0.5)*contrast + brightness + 0.5;"
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" pend_s4_result.y = (pend_s4_result.y - 0.5)*contrast + brightness + 0.5;"
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" pend_s4_result.z = (pend_s4_result.z - 0.5)*contrast + brightness + 0.5;"
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" pend_s4_result.z = (pend_s4_result.z - 0.5)*contrast + brightness + 0.5;"
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" gl_FragColor = pend_s4_result;"
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" gl_FragColor = pend_s4_result;"
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" gl_FragColor = gl_FragColor * gl_Color;"
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"}",
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"}",
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},
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},
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{"box-blur",
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{"box-blur",
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@ -49,31 +50,9 @@ static ShaderSource shaders[]=
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" }"
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" }"
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""
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""
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" gl_FragColor = color / float(count);"
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" gl_FragColor = color / float(count);"
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" gl_FragColor = gl_FragColor * gl_Color;"
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"}"
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"}"
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},
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},
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{"brightness-contrast.asm",
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"!!ARBfp1.0\n"
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"PARAM brightness = program.local[0];\n"
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"PARAM contrast = program.local[1];\n"
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"\n"
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"TEMP R0;\n"
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"TEX R0, fragment.texcoord[0], texture[0], RECT;\n"
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"ADD R0.z, R0, -0.5;\n"
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"MUL R0.z, R0, contrast.x;\n"
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"ADD R0.z, R0, brightness.x;\n"
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"ADD R0.y, R0, -0.5;\n"
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"ADD R0.x, R0, -0.5;\n"
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"MUL R0.y, R0, contrast.x;\n"
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"MUL R0.x, R0, contrast.x;\n"
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"ADD R0.y, R0, brightness.x;\n"
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"ADD R0.x, R0, brightness.x;\n"
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"ADD result.color.z, R0, 0.5;\n"
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"ADD result.color.y, R0, 0.5;\n"
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"ADD result.color.x, R0, 0.5;\n"
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"MOV result.color.w, R0;\n"
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"END ",
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},
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{"invert",
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{"invert",
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"uniform sampler2DRect tex;\n"
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"uniform sampler2DRect tex;\n"
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@ -82,6 +61,7 @@ static ShaderSource shaders[]=
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" vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st));\n"
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" vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st));\n"
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" gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0) - color;\n"
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" gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0) - color;\n"
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" gl_FragColor.a = color.a;\n"
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" gl_FragColor.a = color.a;\n"
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" gl_FragColor = gl_FragColor * gl_Color;"
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"}"
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"}"
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},
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},
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{"brightness-contrast",
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{"brightness-contrast",
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@ -96,6 +76,7 @@ static ShaderSource shaders[]=
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" color.g = (color.g - 0.5) * contrast + brightness + 0.5;"
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" color.g = (color.g - 0.5) * contrast + brightness + 0.5;"
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" color.b = (color.b - 0.5) * contrast + brightness + 0.5;"
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" color.b = (color.b - 0.5) * contrast + brightness + 0.5;"
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" gl_FragColor = color;"
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" gl_FragColor = color;"
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" gl_FragColor = gl_FragColor * gl_Color;"
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"}",
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"}",
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},
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},
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{"gray",
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{"gray",
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@ -108,6 +89,7 @@ static ShaderSource shaders[]=
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" color.g = avg;"
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" color.g = avg;"
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" color.b = avg;"
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" color.b = avg;"
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" gl_FragColor = color;"
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" gl_FragColor = color;"
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" gl_FragColor = gl_FragColor * gl_Color;"
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"}",
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"}",
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},
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},
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{"combined-mirror",
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{"combined-mirror",
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@ -122,6 +104,7 @@ static ShaderSource shaders[]=
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" color.b = avg;"
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" color.b = avg;"
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" color = (color + colorB)/2.0;"
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" color = (color + colorB)/2.0;"
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" gl_FragColor = color;"
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" gl_FragColor = color;"
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" gl_FragColor = gl_FragColor * gl_Color;"
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"}",
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"}",
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},
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},
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{NULL, NULL}
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{NULL, NULL}
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@ -276,6 +259,8 @@ main (gint argc,
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g_signal_connect (actor, "button-release-event",
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g_signal_connect (actor, "button-release-event",
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G_CALLBACK (button_release_cb), NULL);
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G_CALLBACK (button_release_cb), NULL);
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/*clutter_actor_set_opacity (actor, 0x77);*/
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/* Show everying ( and map window ) */
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/* Show everying ( and map window ) */
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clutter_actor_show_all (stage);
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clutter_actor_show_all (stage);
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