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Edge Shader
Introduction
'Edge' is an example shader provided in Codea's 'Filters' Shaders Pack.
Vertex shader
The vertex shader simply passes the 'attribute' variables color
and texCoord
on to the accompanying fragment shader as 'varying' variables vColor
and vTexCoord
:
void main()
{
...
vColor = color;
vTexCoord = texCoord;
...
gl_Position = modelViewProjection * position;
}
gl_Position
is a variable that is intended for outputting the vertex position in homogenous co-ordinates (that is, as a vec4
value). All vertex shaders must write a value into that variable. (See Section 7.1 'Vertex Shader Special Variables' of the GLSL ES specification.) Here, the modelViewProjection
4x4 matrix is applied to the vertex's position
. modelViewProjection
is a 'uniform' mat4
variable supplied automatically by Codea when the shader is used with a mesh. It is the current model matrix * view matrix * projection matrix. position
is a vec4
'attribute' variable, also supplied automatically by Codea from the mesh.
Fragment shader
[To do.]
Example of use
The code below is a simple example of the use of the shader:
function setup()
myMesh = mesh()
local img = readImage("Cargo Bot:Startup Screen")
local w, h = img.width, img.height
local s = math.min(WIDTH / w, HEIGHT / h)
myMesh:addRect(WIDTH / 2, HEIGHT / 2, w * s, h * s)
myMesh.texture = img
myShader = shader("Filters:Edge")
myShader.conPixel = vec2(1 / w, 1 / h)
myShader.conWeight = 1 / 9
parameter.boolean("isEdged", false, onChange)
end
function draw()
background(0)
myMesh:draw()
end
function onChange(value)
if value then
myMesh.shader = myShader
else
myMesh.shader = nil
end
end
Updated