diff options
Diffstat (limited to 'vcl/opengl/shaders/areaHashCRC64TFragmentShader.glsl')
-rw-r--r-- | vcl/opengl/shaders/areaHashCRC64TFragmentShader.glsl | 87 |
1 files changed, 0 insertions, 87 deletions
diff --git a/vcl/opengl/shaders/areaHashCRC64TFragmentShader.glsl b/vcl/opengl/shaders/areaHashCRC64TFragmentShader.glsl deleted file mode 100644 index 901b481d8081..000000000000 --- a/vcl/opengl/shaders/areaHashCRC64TFragmentShader.glsl +++ /dev/null @@ -1,87 +0,0 @@ -/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ -/* - * This file is part of the LibreOffice project. - * - * This Source Code Form is subject to the terms of the Mozilla Public - * License, v. 2.0. If a copy of the MPL was not distributed with this - * file, You can obtain one at http://mozilla.org/MPL/2.0/. - */ - -/* TODO Use textureOffset for newest version of GLSL */ - - -#version 130 - -uniform sampler2D crc_table; -uniform sampler2D sampler; -uniform float xstep; -uniform float ystep; - -varying vec2 tex_coord; - -const int scale = 4; -const float ratio = 16.0; - - -ivec2 crc64( ivec2 hval, int color ) -{ - int dx = 2 * ((hval[0] ^ color) & 0xff); - float s = dx / 255.0; - vec4 table_value_lo = round(texture2D( crc_table, vec2( s, 0.0 ) ) * 255.0); - s = (dx+1) / 255.0; - vec4 table_value_hi = round(texture2D( crc_table, vec2( s, 0.0 ) ) * 255.0); - - int tvalue_lo = int(table_value_lo[0]) | (int(table_value_lo[1]) << 8) | (int(table_value_lo[2]) << 16) | (int(table_value_lo[3]) << 24); - int tvalue_hi = int(table_value_hi[0]) | (int(table_value_hi[1]) << 8) | (int(table_value_hi[2]) << 16) | (int(table_value_hi[3]) << 24); - - hval[1] = tvalue_hi ^ (hval[1] >> 8); - hval[0] = tvalue_lo ^ ( (hval[1] << 24) | (hval[0] >> 8) ); - - return hval; -} - - -void main(void) -{ - ivec2 Crc = ivec2( 0xffffffff, 0xffffffff ); - vec2 offset = vec2( 0.0, 0.0 ); - vec2 next_coord = tex_coord.st; - for( int y = 0; y < scale && next_coord.y <= 1.0; ++y ) - { - for( int x = 0; x < scale && next_coord.x <= 1.0; ++x ) - { - vec4 pixel = round(texture2D( sampler, next_coord ) * 255.0); - - int r = int(pixel.r); // 0..255 - int g = int(pixel.g); // 0..255 - int b = int(pixel.b); // 0..255 - int a = int(pixel.a); // 0..255 - - Crc = crc64( Crc, r ); - Crc = crc64( Crc, g ); - Crc = crc64( Crc, b ); - Crc = crc64( Crc, a ); - - offset.x += xstep; - next_coord = tex_coord.st + offset; - } - offset.y += ystep; - offset.x = 0.0; - next_coord = tex_coord.st + offset; - } - - Crc[0] = ~Crc[0]; - Crc[1] = ~Crc[1]; - - int Hash = Crc[0] ^ Crc[1]; - - float fr = ( Hash & 0xff) / 255.0; - float fg = ((Hash >> 8) & 0xff) / 255.0; - float fb = ((Hash >> 16) & 0xff) / 255.0; - float fa = ((Hash >> 24) & 0xff) / 255.0; - - - gl_FragColor = vec4(fr, fg, fb, fa); -} - -/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |