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consense.glsl
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/**
* Copyright (c) 2011, Alberto Franco
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of Alberto Franco nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ALBERTO FRANCO BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* --------------------------------------------------------------------------------
* Calculate consense scoring over the calculated image. Last pass in algorithm.
*
* @author Alberto Franco
* @file consense.glsl
*/
#version 120
uniform sampler2D texture; ///< The texture to process
const float texWidth = 1.0 / 640.0; ///< one over texture width
const float texHeight = 1.0 / 480.0; ///< one over texture height
const int windowSize = 5; ///< Window semi-size
const float threshold = 30.0; ///< Thresholding value
/// value to divide
const float div = 1.0 / ((windowSize * 2 + 1) * (windowSize * 2 + 1));
/**
* Convert HSV to RGB color space
* @param h Hue value
* @param s Saturation value
* @param v Value
*/
vec4 hsvToRgb(float h, float s, float v) {
float hue = h * 6.0;
float c = v * s;
float x = c * (1 - abs(mod(hue, 2.0) - 1));
if (hue < 1.0) {
return vec4(c, x, 0.0, 1.0);
} else if (hue < 2.0) {
return vec4(x, c, 0.0, 1.0);
} else if (hue < 3.0) {
return vec4(0.0, c, x, 1.0);
} else if (hue < 4.0) {
return vec4(0.0, x, c, 1.0);
} else if (hue < 5.0) {
return vec4(x, 0.0, c, 1.0);
} else {
return vec4(c, 0.0, x, 1.0);
}
}
/**
* Calculate consensus over the given texture.
* @param coords Texture coordinates.
*/
vec4 consensus(vec2 coords) {
float resp = 0.0;
vec4 color;
for (int i = -windowSize; i <= windowSize; i++) {
for (int j = -windowSize; j <= windowSize; j++) {
color = texture2D(texture, coords + vec2(i * texWidth, j * texHeight));
if (color == vec4(1.0, 1.0, 0.0, 1.0)) {
resp += 1.0;
}
if (color == vec4(1.0, 0.0, 0.0, 1.0)) {
resp += 0.125;
}
if (color == vec4(0.0, 1.0, 0.0, 1.0)) {
resp += 0.125;
}
}
}
if (resp < threshold) {
resp = 0.0;
}
return vec4(resp * div, resp * div, resp * div, 1.0);// hsvToRgb(resp * div, 0.8, 0.8);
}
/// Shader entry point
void main() {
gl_FragColor = consensus(gl_TexCoord[0].st);
}