fabric
Version:
Object model for HTML5 canvas, and SVG-to-canvas parser. Backed by jsdom and node-canvas.
155 lines (154 loc) • 4.87 kB
text/typescript
export const fragmentSource = {
Convolute_3_1: `
precision highp float;
uniform sampler2D uTexture;
uniform float uMatrix[9];
uniform float uStepW;
uniform float uStepH;
varying vec2 vTexCoord;
void main() {
vec4 color = vec4(0, 0, 0, 0);
for (float h = 0.0; h < 3.0; h+=1.0) {
for (float w = 0.0; w < 3.0; w+=1.0) {
vec2 matrixPos = vec2(uStepW * (w - 1), uStepH * (h - 1));
color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 3.0 + w)];
}
}
gl_FragColor = color;
}
`,
Convolute_3_0: `
precision highp float;
uniform sampler2D uTexture;
uniform float uMatrix[9];
uniform float uStepW;
uniform float uStepH;
varying vec2 vTexCoord;
void main() {
vec4 color = vec4(0, 0, 0, 1);
for (float h = 0.0; h < 3.0; h+=1.0) {
for (float w = 0.0; w < 3.0; w+=1.0) {
vec2 matrixPos = vec2(uStepW * (w - 1.0), uStepH * (h - 1.0));
color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 3.0 + w)];
}
}
float alpha = texture2D(uTexture, vTexCoord).a;
gl_FragColor = color;
gl_FragColor.a = alpha;
}
`,
Convolute_5_1: `
precision highp float;
uniform sampler2D uTexture;
uniform float uMatrix[25];
uniform float uStepW;
uniform float uStepH;
varying vec2 vTexCoord;
void main() {
vec4 color = vec4(0, 0, 0, 0);
for (float h = 0.0; h < 5.0; h+=1.0) {
for (float w = 0.0; w < 5.0; w+=1.0) {
vec2 matrixPos = vec2(uStepW * (w - 2.0), uStepH * (h - 2.0));
color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 5.0 + w)];
}
}
gl_FragColor = color;
}
`,
Convolute_5_0: `
precision highp float;
uniform sampler2D uTexture;
uniform float uMatrix[25];
uniform float uStepW;
uniform float uStepH;
varying vec2 vTexCoord;
void main() {
vec4 color = vec4(0, 0, 0, 1);
for (float h = 0.0; h < 5.0; h+=1.0) {
for (float w = 0.0; w < 5.0; w+=1.0) {
vec2 matrixPos = vec2(uStepW * (w - 2.0), uStepH * (h - 2.0));
color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 5.0 + w)];
}
}
float alpha = texture2D(uTexture, vTexCoord).a;
gl_FragColor = color;
gl_FragColor.a = alpha;
}
`,
Convolute_7_1: `
precision highp float;
uniform sampler2D uTexture;
uniform float uMatrix[49];
uniform float uStepW;
uniform float uStepH;
varying vec2 vTexCoord;
void main() {
vec4 color = vec4(0, 0, 0, 0);
for (float h = 0.0; h < 7.0; h+=1.0) {
for (float w = 0.0; w < 7.0; w+=1.0) {
vec2 matrixPos = vec2(uStepW * (w - 3.0), uStepH * (h - 3.0));
color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 7.0 + w)];
}
}
gl_FragColor = color;
}
`,
Convolute_7_0: `
precision highp float;
uniform sampler2D uTexture;
uniform float uMatrix[49];
uniform float uStepW;
uniform float uStepH;
varying vec2 vTexCoord;
void main() {
vec4 color = vec4(0, 0, 0, 1);
for (float h = 0.0; h < 7.0; h+=1.0) {
for (float w = 0.0; w < 7.0; w+=1.0) {
vec2 matrixPos = vec2(uStepW * (w - 3.0), uStepH * (h - 3.0));
color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 7.0 + w)];
}
}
float alpha = texture2D(uTexture, vTexCoord).a;
gl_FragColor = color;
gl_FragColor.a = alpha;
}
`,
Convolute_9_1: `
precision highp float;
uniform sampler2D uTexture;
uniform float uMatrix[81];
uniform float uStepW;
uniform float uStepH;
varying vec2 vTexCoord;
void main() {
vec4 color = vec4(0, 0, 0, 0);
for (float h = 0.0; h < 9.0; h+=1.0) {
for (float w = 0.0; w < 9.0; w+=1.0) {
vec2 matrixPos = vec2(uStepW * (w - 4.0), uStepH * (h - 4.0));
color += texture2D(uTexture, vTexCoord + matrixPos) * uMatrix[int(h * 9.0 + w)];
}
}
gl_FragColor = color;
}
`,
Convolute_9_0: `
precision highp float;
uniform sampler2D uTexture;
uniform float uMatrix[81];
uniform float uStepW;
uniform float uStepH;
varying vec2 vTexCoord;
void main() {
vec4 color = vec4(0, 0, 0, 1);
for (float h = 0.0; h < 9.0; h+=1.0) {
for (float w = 0.0; w < 9.0; w+=1.0) {
vec2 matrixPos = vec2(uStepW * (w - 4.0), uStepH * (h - 4.0));
color.rgb += texture2D(uTexture, vTexCoord + matrixPos).rgb * uMatrix[int(h * 9.0 + w)];
}
}
float alpha = texture2D(uTexture, vTexCoord).a;
gl_FragColor = color;
gl_FragColor.a = alpha;
}
`,
};