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cpp-imanox-chroma-matting/opengl-test-two/refinement.fragmentshader
2016-09-19 09:59:39 +02:00

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#version 330 core
// Interpolated values from the vertex shaders
in vec2 UV;
// Ouput data
out vec3 color;
// Values that stay constant for the whole mesh.
uniform sampler2D trimap;
uniform sampler2D foreground;
uniform sampler2D background;
// Relative width/height of a pixel
uniform float pixWidth;
uniform float pixHeight;
int IS_BACKGROUND = 0;
int IS_UNDEFINED = 1;
int IS_FOREGROUND = 2;
int UNSET = -1;
float M_PI= 3.14159;
int suchbreich=50; //die anzahl der Pixel, die maximal in eine Richtung gegangen wird um einen Sicheren Pixel zu finden
vec4 SicheresPixel[4]; //Speichert die das nachste Sichere Pixel, Array grosse=anzahl der Richtungen
int anzahl_richtungen=4; //Speichert anzahl der Richtungen muss gleich der Array grosse von SicheresPixel sein
vec3 getTriColor(vec2 uvCoord) {
return texture(trimap, uvCoord).rgb;
}
vec3 getForeColor(vec2 uvCoord) {
return texture(foreground, uvCoord).rgb;
}
vec3 getBackColor(vec2 uvCoord) {
return texture(background, uvCoord).rgb;
}
int getState(vec3 c) {
if (all(lessThanEqual(c, vec3(0.2f)))) {
return IS_BACKGROUND;
} else if (all(greaterThanEqual(c, vec3(0.8f)))) {
return IS_FOREGROUND;
} else {
return IS_UNDEFINED;
}
}
vec4 suche_Pixel_nach_winkel (vec2 start, float winkel){
vec2 pix;
float i=1;
winkel=winkel*1;
while(i<suchbreich){
pix.x=start.x+ sin(winkel+M_PI)*pixWidth*i;
pix.y=start.y+ cos(winkel+M_PI)*pixWidth*i;
color = getTriColor(pix);
int status = getState(color);
if (status==IS_FOREGROUND) {
return vec4(getForeColor(pix), i);
} else if (status==IS_BACKGROUND) {
return vec4(getBackColor(pix), i);
}else{
i++;
}
}
return vec4(0.0f, 0.0f, 0.0f, -1.0f);
}
vec4 Pruefe_Pixel_in_Umgebung (vec2 start){
float winkel=2*M_PI/anzahl_richtungen;
int i=1;
while(i<=anzahl_richtungen){
SicheresPixel[i-1]=suche_Pixel_nach_winkel(start, winkel*i);
i=i+i;
}
return SicheresPixel[1];
}
void main(){
color = getTriColor(UV);
int status = getState(color);
if (status==IS_FOREGROUND) {
color = getForeColor(UV).rgb;
} else if (status==IS_BACKGROUND) {
color = getBackColor(UV).rgb;
} else {
vec4 h=Pruefe_Pixel_in_Umgebung(UV);
color = h.xyz;
}
}