Change-Id: Id04fc4cd643840ddcf39d617d4594def9f013917 Former-commit-id: 53fc5959effe94c2775627a3cd88a5c0287c22d3
19 lines
No EOL
550 B
GLSL
19 lines
No EOL
550 B
GLSL
// this shader program sets values into a mosaic texture
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// which is the same size as the screen (frame buffer)
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uniform sampler2D radarData;
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uniform sampler2D mosaicTexture;
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uniform int height;
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uniform int width;
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void main(void)
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{
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vec2 xy = gl_FragCoord.xy;
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vec4 radarVal = texture2D(radarData,gl_TexCoord[0].st);
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vec4 curVal = texture2D(mosaicTexture, vec2((xy.x / float(width)), (xy.y / float(height))));
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if ( radarVal.r > curVal.r ) {
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gl_FragColor = vec4(radarVal.r,0.0,0.0,1.0);
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} else {
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gl_FragColor = vec4(curVal.r,0.0,0.0,1.0);
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}
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} |