25125f8982
The vertex and texcoord attributes are always bound to the same vertex array, so remove the texcoord attribute from the GLSL shader.
506 lines
14 KiB
C++
506 lines
14 KiB
C++
/*
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* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; see the file COPYING. if not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#include "blurshader.h"
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#include <kwineffects.h>
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#include <kwinglplatform.h>
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#include <QByteArray>
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#include <QMatrix4x4>
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#include <QTextStream>
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#include <QVector2D>
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#include <KDebug>
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#include <cmath>
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using namespace KWin;
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BlurShader::BlurShader()
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: mRadius(0), mValid(false)
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{
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}
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BlurShader::~BlurShader()
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{
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}
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BlurShader *BlurShader::create()
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{
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if (GLSLBlurShader::supported())
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return new GLSLBlurShader();
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#ifdef KWIN_HAVE_OPENGL_1
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return new ARBBlurShader();
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#else
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return NULL;
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#endif
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}
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void BlurShader::setRadius(int radius)
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{
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const int r = qMax(radius, 2);
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if (mRadius != r) {
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mRadius = r;
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reset();
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init();
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}
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}
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void BlurShader::setDirection(Qt::Orientation direction)
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{
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mDirection = direction;
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}
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float BlurShader::gaussian(float x, float sigma) const
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{
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return (1.0 / std::sqrt(2.0 * M_PI) * sigma)
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* std::exp(-((x * x) / (2.0 * sigma * sigma)));
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}
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QList<KernelValue> BlurShader::gaussianKernel() const
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{
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int size = qMin(mRadius | 1, maxKernelSize());
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if (!(size & 0x1))
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size -= 1;
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QList<KernelValue> kernel;
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const int center = size / 2;
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const qreal sigma = (size - 1) / 2.5;
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kernel << KernelValue(0.0, gaussian(0.0, sigma));
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float total = kernel[0].g;
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for (int x = 1; x <= center; x++) {
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const float fx = (x - 1) * 2 + 1.5;
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const float g1 = gaussian(fx - 0.5, sigma);
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const float g2 = gaussian(fx + 0.5, sigma);
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// Offset taking the contribution of both pixels into account
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const float offset = .5 - g1 / (g1 + g2);
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kernel << KernelValue(fx + offset, g1 + g2);
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kernel << KernelValue(-(fx + offset), g1 + g2);
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total += (g1 + g2) * 2;
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}
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qSort(kernel);
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// Normalize the kernel
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for (int i = 0; i < kernel.count(); i++)
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kernel[i].g /= total;
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return kernel;
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}
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// ----------------------------------------------------------------------------
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GLSLBlurShader::GLSLBlurShader()
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: BlurShader(), shader(NULL)
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{
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}
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GLSLBlurShader::~GLSLBlurShader()
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{
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reset();
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}
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void GLSLBlurShader::reset()
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{
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delete shader;
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shader = NULL;
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setIsValid(false);
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}
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bool GLSLBlurShader::supported()
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{
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if (!GLPlatform::instance()->supports(GLSL))
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return false;
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if (effects->compositingType() == OpenGL1Compositing)
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return false;
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(void) glGetError(); // Clear the error state
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#ifdef KWIN_HAVE_OPENGL_1
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// These are the minimum values the implementation is required to support
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int value = 0;
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glGetIntegerv(GL_MAX_VARYING_FLOATS, &value);
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if (value < 32)
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return false;
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glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &value);
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if (value < 64)
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return false;
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glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &value);
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if (value < 512)
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return false;
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#endif
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if (glGetError() != GL_NO_ERROR)
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return false;
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return true;
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}
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void GLSLBlurShader::setPixelDistance(float val)
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{
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if (!isValid())
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return;
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QVector2D pixelSize(0.0, 0.0);
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if (direction() == Qt::Horizontal)
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pixelSize.setX(val);
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else
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pixelSize.setY(val);
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shader->setUniform(pixelSizeLocation, pixelSize);
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}
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void GLSLBlurShader::setTextureMatrix(const QMatrix4x4 &matrix)
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{
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if (!isValid())
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return;
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shader->setUniform(textureMatrixLocation, matrix);
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}
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void GLSLBlurShader::setModelViewProjectionMatrix(const QMatrix4x4 &matrix)
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{
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if (!isValid())
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return;
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shader->setUniform(mvpMatrixLocation, matrix);
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}
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void GLSLBlurShader::bind()
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{
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if (!isValid())
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return;
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ShaderManager::instance()->pushShader(shader);
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}
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void GLSLBlurShader::unbind()
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{
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ShaderManager::instance()->popShader();
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}
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int GLSLBlurShader::maxKernelSize() const
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{
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#ifdef KWIN_HAVE_OPENGLES
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// GL_MAX_VARYING_FLOATS not available in GLES
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// querying for GL_MAX_VARYING_VECTORS crashes on nouveau
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// using the minimum value of 8
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return 8 * 2;
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#else
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int value;
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glGetIntegerv(GL_MAX_VARYING_FLOATS, &value);
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// Maximum number of vec4 varyings * 2
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// The code generator will pack two vec2's into each vec4.
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return value / 2;
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#endif
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}
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void GLSLBlurShader::init()
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{
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QList<KernelValue> kernel = gaussianKernel();
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const int size = kernel.size();
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const int center = size / 2;
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QList<QVector4D> offsets;
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for (int i = 0; i < kernel.size(); i += 2) {
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QVector4D vec4(0, 0, 0, 0);
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vec4.setX(kernel[i].x);
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vec4.setY(kernel[i].x);
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if (i < kernel.size() - 1) {
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vec4.setZ(kernel[i + 1].x);
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vec4.setW(kernel[i + 1].x);
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}
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offsets << vec4;
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}
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#ifdef KWIN_HAVE_OPENGLES
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const bool glsl_140 = false;
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#else
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const bool glsl_140 = GLPlatform::instance()->glslVersion() >= kVersionNumber(1, 40);
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#endif
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QByteArray vertexSource;
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QByteArray fragmentSource;
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const QByteArray attribute = glsl_140 ? "in" : "attribute";
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const QByteArray varying_in = glsl_140 ? "noperspective in" : "varying";
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const QByteArray varying_out = glsl_140 ? "noperspective out" : "varying";
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const QByteArray texture2D = glsl_140 ? "texture" : "texture2D";
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const QByteArray fragColor = glsl_140 ? "fragColor" : "gl_FragColor";
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// Vertex shader
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// ===================================================================
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QTextStream stream(&vertexSource);
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if (glsl_140)
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stream << "#version 140\n\n";
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stream << "uniform mat4 modelViewProjectionMatrix;\n";
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stream << "uniform mat4 textureMatrix;\n";
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stream << "uniform vec2 pixelSize;\n\n";
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stream << attribute << " vec4 vertex;\n\n";
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stream << varying_out << " vec4 samplePos[" << std::ceil(size / 2.0) << "];\n";
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stream << "\n";
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stream << "void main(void)\n";
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stream << "{\n";
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stream << " vec4 center = vec4(textureMatrix * vertex).stst;\n";
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stream << " vec4 ps = pixelSize.stst;\n\n";
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for (int i = 0; i < offsets.size(); i++) {
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stream << " samplePos[" << i << "] = center + ps * vec4("
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<< offsets[i].x() << ", " << offsets[i].y() << ", "
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<< offsets[i].z() << ", " << offsets[i].w() << ");\n";
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}
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stream << "\n";
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stream << " gl_Position = modelViewProjectionMatrix * vertex;\n";
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stream << "}\n";
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stream.flush();
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// Fragment shader
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// ===================================================================
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QTextStream stream2(&fragmentSource);
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if (glsl_140)
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stream2 << "#version 140\n\n";
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stream2 << "uniform sampler2D texUnit;\n";
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stream2 << varying_in << " vec4 samplePos[" << std::ceil(size / 2.0) << "];\n\n";
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for (int i = 0; i <= center; i++)
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stream2 << "const float kernel" << i << " = " << kernel[i].g << ";\n";
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stream2 << "\n";
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if (glsl_140)
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stream2 << "out vec4 fragColor;\n\n";
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stream2 << "void main(void)\n";
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stream2 << "{\n";
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stream2 << " vec4 sum = " << texture2D << "(texUnit, samplePos[0].st) * kernel0;\n";
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for (int i = 1, j = -center + 1; i < size; i++, j++)
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stream2 << " sum = sum + " << texture2D << "(texUnit, samplePos[" << i / 2
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<< ((i % 2) ? "].pq)" : "].st)") << " * kernel" << center - qAbs(j) << ";\n";
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stream2 << " " << fragColor << " = sum;\n";
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stream2 << "}\n";
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stream2.flush();
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shader = ShaderManager::instance()->loadShaderFromCode(vertexSource, fragmentSource);
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if (shader->isValid()) {
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pixelSizeLocation = shader->uniformLocation("pixelSize");
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textureMatrixLocation = shader->uniformLocation("textureMatrix");
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mvpMatrixLocation = shader->uniformLocation("modelViewProjectionMatrix");
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QMatrix4x4 modelViewProjection;
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modelViewProjection.ortho(0, displayWidth(), displayHeight(), 0, 0, 65535);
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ShaderManager::instance()->pushShader(shader);
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shader->setUniform(textureMatrixLocation, QMatrix4x4());
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shader->setUniform(mvpMatrixLocation, modelViewProjection);
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ShaderManager::instance()->popShader();
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}
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setIsValid(shader->isValid());
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}
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// ----------------------------------------------------------------------------
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#ifdef KWIN_HAVE_OPENGL_1
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ARBBlurShader::ARBBlurShader()
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: BlurShader(), program(0)
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{
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}
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ARBBlurShader::~ARBBlurShader()
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{
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reset();
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}
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void ARBBlurShader::reset()
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{
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if (program) {
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glDeleteProgramsARB(1, &program);
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program = 0;
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}
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setIsValid(false);
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}
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bool ARBBlurShader::supported()
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{
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if (!hasGLExtension("GL_ARB_fragment_program"))
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return false;
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(void) glGetError(); // Clear the error state
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// These are the minimum values the implementation is required to support
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int value = 0;
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_PARAMETERS_ARB, &value);
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if (value < 24)
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return false;
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_TEMPORARIES_ARB, &value);
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if (value < 16)
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return false;
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_INSTRUCTIONS_ARB, &value);
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if (value < 72)
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return false;
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB, &value);
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if (value < 24)
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return false;
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB, &value);
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if (value < 4)
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return false;
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if (glGetError() != GL_NO_ERROR)
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return false;
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return true;
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}
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void ARBBlurShader::setPixelDistance(float val)
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{
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float firstStep = val * 1.5;
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float nextStep = val * 2.0;
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if (direction() == Qt::Horizontal) {
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glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, firstStep, 0, 0, 0);
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glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, nextStep, 0, 0, 0);
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} else {
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glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, 0, firstStep, 0, 0);
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glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 0, nextStep, 0, 0);
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}
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}
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void ARBBlurShader::bind()
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{
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if (!isValid())
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return;
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program);
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}
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void ARBBlurShader::unbind()
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{
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int boundObject;
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_BINDING_ARB, &boundObject);
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if (boundObject == (int)program) {
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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}
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}
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int ARBBlurShader::maxKernelSize() const
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{
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int value;
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int result;
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_PARAMETERS_ARB, &value);
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result = (value - 1) * 2; // We only need to store half the kernel, since it's symmetrical
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_INSTRUCTIONS_ARB, &value);
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result = qMin(result, value / 3); // We need 3 instructions / sample
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return result;
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}
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void ARBBlurShader::init()
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{
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QList<KernelValue> kernel = gaussianKernel();
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const int size = kernel.size();
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const int center = size / 2;
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QByteArray text;
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QTextStream stream(&text);
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stream << "!!ARBfp1.0\n";
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// The kernel values are hardcoded into the program
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for (int i = 0; i <= center; i++)
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stream << "PARAM kernel" << i << " = " << kernel[center + i].g << ";\n";
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stream << "PARAM firstSample = program.local[0];\n"; // Distance from gl_TexCoord[0] to the next sample
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stream << "PARAM nextSample = program.local[1];\n"; // Distance to the subsequent sample
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// Temporary variables to hold coordinates and texture samples
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for (int i = 0; i < size; i++)
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stream << "TEMP temp" << i << ";\n";
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// Compute the texture coordinates
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stream << "ADD temp1, fragment.texcoord[0], firstSample;\n"; // temp1 = gl_TexCoord[0] + firstSample
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stream << "SUB temp2, fragment.texcoord[0], firstSample;\n"; // temp2 = gl_TexCoord[0] - firstSample
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for (int i = 1, j = 3; i < center; i++, j += 2) {
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stream << "ADD temp" << j + 0 << ", temp" << j - 2 << ", nextSample;\n";
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stream << "SUB temp" << j + 1 << ", temp" << j - 1 << ", nextSample;\n";
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}
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// Sample the texture coordinates
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stream << "TEX temp0, fragment.texcoord[0], texture[0], 2D;\n";
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for (int i = 1; i < size; i++)
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stream << "TEX temp" << i << ", temp" << i << ", texture[0], 2D;\n";
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// Multiply the samples with the kernel values and compute the sum
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stream << "MUL temp0, temp0, kernel0;\n";
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for (int i = 0, j = 1; i < center; i++) {
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stream << "MAD temp0, temp" << j++ << ", kernel" << i + 1 << ", temp0;\n";
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stream << "MAD temp0, temp" << j++ << ", kernel" << i + 1 << ", temp0;\n";
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}
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stream << "MOV result.color, temp0;\n"; // gl_FragColor = temp0
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stream << "END\n";
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stream.flush();
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glGenProgramsARB(1, &program);
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program);
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glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, text.length(), text.constData());
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if (glGetError()) {
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const char *error = (const char*)glGetString(GL_PROGRAM_ERROR_STRING_ARB);
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kError() << "Failed to compile fragment program:" << error;
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setIsValid(false);
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} else
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setIsValid(true);
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
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}
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#endif
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