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Shader program. More...
Public Member Functions | |
float | average (float3 c) |
float3 | clipToAABB (in float3 color, in float3 minimum, in float3 maximum) |
void | main () |
float3 | slideTowardsAABB (in float3 oldColor, in float3 newColor, in float3 minimum, in float3 maximum, in float maxVel) |
uniform_Texture (sampler2D, historyTexture_) | |
Same dimensions as the output. More... | |
Public Attributes | |
const bool | deghost = true |
in vec2 | g3d_TexCoord |
uniform float | hysteresis |
uniform bool | invertY |
Is the history texture upside down? More... | |
out vec4 | result |
float | sharpen = 0.01 * pow3(hysteresis) |
uniform Texture2D | sourceTexture |
May have nonzero trimBand around it relative to the output. More... | |
uniform ivec2 | trimBand |
Pixels to crop from input. More... | |
Shader program.
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inline |
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inline |
glsl::Film_temporalAA_pix::uniform_Texture | ( | sampler2D | , |
historyTexture_ | |||
) |
Same dimensions as the output.
const bool glsl::Film_temporalAA_pix::deghost = true |
in vec2 glsl::Film_temporalAA_pix::g3d_TexCoord |
uniform float glsl::Film_temporalAA_pix::hysteresis |
uniform bool glsl::Film_temporalAA_pix::invertY |
Is the history texture upside down?
out vec4 glsl::Film_temporalAA_pix::result |
float glsl::Film_temporalAA_pix::sharpen = 0.01 * pow3(hysteresis) |
uniform Texture2D glsl::Film_temporalAA_pix::sourceTexture |
May have nonzero trimBand around it relative to the output.
uniform ivec2 glsl::Film_temporalAA_pix::trimBand |
Pixels to crop from input.