factor/extra/gpu/effects/step/step.factor

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Factor

! Copyright (C) 2010 Erik Charlebois.
! See http://factorcode.org/license.txt for BSD license.
USING: destructors gpu.render gpu.shaders gpu.state gpu.textures
gpu.util images kernel locals math.rectangles ;
IN: gpu.effects.step
GLSL-SHADER: step-fragment-shader fragment-shader
const vec4 luminance = vec4(0.3, 0.59, 0.11, 0.0);
uniform sampler2D texture;
uniform sampler2D ramp;
varying vec2 texcoord;
void main()
{
vec4 col = texture2D(texture, texcoord);
float l = dot(col, luminance);
gl_FragColor = texture2D(ramp, vec2(l, 0.0));
}
;
UNIFORM-TUPLE: step-uniforms
{ "texture" texture-uniform f }
{ "ramp" texture-uniform f } ;
GLSL-PROGRAM: step-program window-vertex-shader step-fragment-shader window-vertex-format ;
: (step-texture) ( texture ramp texture dim -- )
{ 0 0 } swap <rect> <viewport-state> set-gpu-state
[ step-uniforms boa ] dip {
{ "primitive-mode" [ 2drop triangle-strip-mode ] }
{ "uniforms" [ drop ] }
{ "vertex-array" [ 2drop <window-vertex-buffer> step-program <program-instance> <vertex-array> ] }
{ "indexes" [ 2drop T{ index-range f 0 4 } ] }
{ "framebuffer" [ nip ] }
} 2<render-set> render ;
:: step-texture ( texture ramp dim -- texture )
dim RGB float-components <2d-render-texture> :> ( target-framebuffer target-texture )
texture ramp target-framebuffer dim (step-texture)
target-framebuffer dispose
target-texture ;