ev_pano_stitch.frag 495 B

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  1. #extension GL_ARB_texture_rectangle : enable
  2. uniform sampler2DRect MyTex;
  3. uniform float dZ, ShadeL, ShadeR, sizeX, sizeY;
  4. void main (void)
  5. {
  6. vec2 pos_out;
  7. pos_out.x=-1.+(2.*gl_TexCoord[0].s)/sizeX;
  8. pos_out.y=-1.+(2.*gl_TexCoord[0].t)/sizeY;
  9. pos_out.y *= sqrt(pos_out.x*pos_out.x+dZ*dZ)/dZ;
  10. pos_out.x = sizeX*(pos_out.x+1.)/2.;
  11. pos_out.y = sizeY*(pos_out.y+1.)/2.;
  12. vec4 color = texture2DRect(MyTex, pos_out);
  13. color.a *= mix(0.,1.,gl_TexCoord[0].s/ShadeL);
  14. gl_FragColor = color;
  15. }