[jitter] pixelate in openGL
Andrew Benson
andrewb at cycling74.com
Mon Jan 14 11:50:08 MST 2008
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I haven't looked at Vade's shader, but this one should do the job.
-ab
<jittershader name="repos">
<description>
distortion based on position map in second inlet
</description>
<param name="amount" type="vec2" default="0. 0." />
<param name="tex0" type="int" default="0" />
<param name="tex1" type="int" default="1" />
<language name="glsl" version="1.0">
<bind param="amount" program="fp" />
<bind param="tex0" program="fp" />
<bind param="tex1" program="fp" />
<program name="vp" type="vertex" source="sh.passthrudim.vp.glsl" />
<program name="fp" type="fragment">
<![CDATA[
// Andrew Benson - andrewb at cycling74.com
//spatial downsampling
//setup for 2 texture
varying vec2 texcoord0;
varying vec2 texcoord1;
varying vec2 texdim0;
uniform vec2 amount;
uniform sampler2DRect tex0;
uniform sampler2DRect tex1;
void main()
{
vec2 pix = (vec2(1.)-amount)*texdim0;
vec2 pixcoord = (texcoord0/texdim0);
pixcoord = floor(pixcoord*pix+vec2(0.5))/pix;
pixcoord *= texdim0;
vec4 pixelated = texture2DRect(tex0, pixcoord);
// output texture
gl_FragColor = pixelated;
}
]]>
</program>
</language>
</jittershader>
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