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-rwxr-xr-xadvanced_opengl/10.antialiasing/anti_aliasing_msaabin0 -> 1277808 bytes
-rw-r--r--advanced_opengl/10.antialiasing/anti_aliasing_msaa.c208
-rwxr-xr-xadvanced_opengl/10.antialiasing/anti_aliasing_offscreenbin0 -> 1278840 bytes
-rw-r--r--advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c276
-rwxr-xr-xadvanced_opengl/10.antialiasing/build.sh5
-rw-r--r--advanced_opengl/10.antialiasing/shaders/color.fs9
-rw-r--r--advanced_opengl/10.antialiasing/shaders/color.vs12
-rw-r--r--advanced_opengl/10.antialiasing/shaders/screen.fs122
-rw-r--r--advanced_opengl/10.antialiasing/shaders/screen.vs12
9 files changed, 644 insertions, 0 deletions
diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_msaa b/advanced_opengl/10.antialiasing/anti_aliasing_msaa
new file mode 100755
index 0000000..d0afd7e
--- /dev/null
+++ b/advanced_opengl/10.antialiasing/anti_aliasing_msaa
Binary files differ
diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c b/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c
new file mode 100644
index 0000000..9fcb645
--- /dev/null
+++ b/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c
@@ -0,0 +1,208 @@
+#include "GL/glew.h"
+#include "GLFW/glfw3.h"
+
+#include "pwyazh.h"
+
+#include "pwyazh_GL.h"
+
+#include "common.h"
+
+#include <unistd.h>
+
+static S32 global_width = 1024, global_height = 768;
+static Input global_input;
+
+void
+key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ switch (action)
+ {
+ case GLFW_PRESS: {
+ switch (key)
+ {
+ case GLFW_KEY_D: {
+ global_input.move_right.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_W: {
+ global_input.move_forward.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_A: {
+ global_input.move_left.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_S: {
+ global_input.move_backward.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_E: {
+ global_input.move_up.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_Q: {
+ global_input.move_down.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_SPACE: {
+ global_input.jump.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_RIGHT: {
+ global_input.action_right.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_LEFT: {
+ global_input.action_left.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_ESCAPE: {
+ global_input.exit.state = KeyState_PRESS;
+ } break;
+ }
+ } break;
+
+ case GLFW_RELEASE: {
+ switch (key)
+ {
+ case GLFW_KEY_D: {
+ global_input.move_right.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_W: {
+ global_input.move_forward.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_A: {
+ global_input.move_left.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_S: {
+ global_input.move_backward.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_E: {
+ global_input.move_up.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_Q: {
+ global_input.move_down.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_SPACE: {
+ global_input.jump.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_RIGHT: {
+ global_input.action_right.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_LEFT: {
+ global_input.action_left.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_ESCAPE: {
+ global_input.exit.state = KeyState_RELEASE;
+ } break;
+ }
+ } break;
+ }
+}
+
+void
+window_resize_callback(GLFWwindow* window, int width, int height)
+{
+ global_width = width;
+ global_height = height;
+ glViewport(0, 0, global_width, global_height);
+}
+
+int
+main(void)
+{
+ GLFWwindow *window;
+ Arena *arena = 0;
+ F32 target_fps, target_spf,
+ last_time, dt;
+ MAT4 projection, view, model;
+ V3F camera_pos;
+ F32 camera_speed, fovx, near, far;
+ U32 color_shader;
+
+ if (glfwInit() == GLFW_FALSE)
+ {
+ fprintf(stderr, "[ERROR] Failed to initialize glfw.\n");
+ return(1);
+ }
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ glfwWindowHint(GLFW_SAMPLES, 4);
+ window = glfwCreateWindow(global_width, global_height, "Anti Aliasing (MSAA)", 0, 0);
+ if (!window)
+ {
+ fprintf(stderr, "[ERROR] Failed to create window.\n");
+ glfwTerminate();
+ return(1);
+ }
+
+ glfwMakeContextCurrent(window);
+
+ glfwSetKeyCallback(window, key_callback);
+ glfwSetWindowSizeCallback(window, window_resize_callback);
+
+ if (glewInit() != GLEW_OK)
+ {
+ fprintf(stderr, "[ERROR] Failed to initialize glew.\n");
+ glfwTerminate();
+ return(1);
+ }
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_MULTISAMPLE);
+
+ arena = arena_alloc(Megabytes(64));
+
+ Mesh *cube_mesh = mesh_load_obj(arena, "../../data/models/cube.obj");
+ color_shader = create_shader_program("shaders/color.vs",
+ "shaders/color.fs");
+
+ target_fps = 60.0f;
+ target_spf = 1.0f/target_fps;
+
+ camera_pos = v3f(0.0f, 0.0f, 3.0f);
+ camera_speed = 2.0f;
+ fovx = 90.0f;
+ near = 0.1f;
+ far = 1000.0f;
+
+ last_time = glfwGetTime();
+
+ while (!glfwWindowShouldClose(window))
+ {
+ glfwPollEvents();
+
+ /* NOTE(pryazha): Update */
+ if (key_is_pressed(global_input.exit))
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+
+ camera_pos = update_camera_orbital(global_input,
+ camera_pos, v3f_zero(),
+ dt, camera_speed);
+
+ projection = perspective(fovx, (F32)global_width/(F32)global_height, near, far);
+ view = look_at(camera_pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f));
+ model = mat4_identity();
+
+ input_update_last_state(&global_input);
+
+ /* NOTE(pryazha): Render */
+ glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glUseProgram(color_shader);
+ shader_set_mat4fv(color_shader, "projection", projection);
+ shader_set_mat4fv(color_shader, "view", view);
+ shader_set_mat4fv(color_shader, "model", model);
+ mesh_draw(cube_mesh);
+
+ glfwSwapBuffers(window);
+
+ F32 elapsed = glfwGetTime()-last_time;
+ if (elapsed < target_spf)
+ {
+ U32 sleep_time = (U32)(target_spf-elapsed);
+ if (sleep_time > 0)
+ sleep(sleep_time);
+ }
+ F32 current_time = glfwGetTime();
+ dt = current_time-last_time;
+ last_time = current_time;
+ }
+
+ arena_release(arena);
+ glfwTerminate();
+ return(0);
+}
diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_offscreen b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen
new file mode 100755
index 0000000..72be7e2
--- /dev/null
+++ b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen
Binary files differ
diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c
new file mode 100644
index 0000000..91a26f9
--- /dev/null
+++ b/advanced_opengl/10.antialiasing/anti_aliasing_offscreen.c
@@ -0,0 +1,276 @@
+#include "GL/glew.h"
+#include "GLFW/glfw3.h"
+
+#include "pwyazh.h"
+
+#include "pwyazh_GL.h"
+
+#include "common.h"
+
+#include <unistd.h>
+
+#define WIDTH 1024
+#define HEIGHT 768
+static Input global_input;
+
+void
+key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ switch (action)
+ {
+ case GLFW_PRESS: {
+ switch (key)
+ {
+ case GLFW_KEY_D: {
+ global_input.move_right.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_W: {
+ global_input.move_forward.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_A: {
+ global_input.move_left.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_S: {
+ global_input.move_backward.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_E: {
+ global_input.move_up.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_Q: {
+ global_input.move_down.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_SPACE: {
+ global_input.jump.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_RIGHT: {
+ global_input.action_right.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_LEFT: {
+ global_input.action_left.state = KeyState_PRESS;
+ } break;
+ case GLFW_KEY_ESCAPE: {
+ global_input.exit.state = KeyState_PRESS;
+ } break;
+ }
+ } break;
+
+ case GLFW_RELEASE: {
+ switch (key)
+ {
+ case GLFW_KEY_D: {
+ global_input.move_right.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_W: {
+ global_input.move_forward.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_A: {
+ global_input.move_left.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_S: {
+ global_input.move_backward.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_E: {
+ global_input.move_up.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_Q: {
+ global_input.move_down.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_SPACE: {
+ global_input.jump.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_RIGHT: {
+ global_input.action_right.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_LEFT: {
+ global_input.action_left.state = KeyState_RELEASE;
+ } break;
+ case GLFW_KEY_ESCAPE: {
+ global_input.exit.state = KeyState_RELEASE;
+ } break;
+ }
+ } break;
+ }
+}
+
+int
+main(void)
+{
+ GLFWwindow *window;
+ Arena *arena = 0;
+ F32 target_fps, target_spf,
+ last_time, dt;
+ MAT4 projection, view, model;
+ V3F camera_pos;
+ F32 camera_speed, fovx, near, far;
+ U32 fbo, intermediate_fbo, color_tex,
+ screen_texture, rbo,
+ quad_vao, vbo,
+ color_shader, screen_shader;
+
+ if (glfwInit() == GLFW_FALSE)
+ {
+ fprintf(stderr, "[ERROR] Failed to initialize glfw.\n");
+ return(1);
+ }
+
+ glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ window = glfwCreateWindow(WIDTH, HEIGHT, "Anti Aliasing (Off-screen)", 0, 0);
+ if (!window)
+ {
+ fprintf(stderr, "[ERROR] Failed to create window.\n");
+ glfwTerminate();
+ return(1);
+ }
+
+ glfwMakeContextCurrent(window);
+
+ glfwSetKeyCallback(window, key_callback);
+
+ if (glewInit() != GLEW_OK)
+ {
+ fprintf(stderr, "[ERROR] Failed to initialize glew.\n");
+ glfwTerminate();
+ return(1);
+ }
+
+ arena = arena_alloc(Megabytes(64));
+
+ Mesh *cube_mesh = mesh_load_obj(arena, "../../data/models/cube.obj");
+ color_shader = create_shader_program("shaders/color.vs",
+ "shaders/color.fs");
+ screen_shader = create_shader_program("shaders/screen.vs",
+ "shaders/screen.fs");
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glGenTextures(1, &color_tex);
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, color_tex);
+ glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB,
+ WIDTH, HEIGHT, GL_TRUE);
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D_MULTISAMPLE, color_tex, 0);
+ glGenRenderbuffers(1, &rbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8,
+ WIDTH, HEIGHT);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
+ GL_RENDERBUFFER, rbo);
+ if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
+ fprintf(stderr, "[ERROR]: Framebuffer is not complete.\n");
+ fprintf(stdout, "[INFO]: Multisample fbo complete.\n");
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ glGenFramebuffers(1, &intermediate_fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, intermediate_fbo);
+ glGenTextures(1, &screen_texture);
+ glBindTexture(GL_TEXTURE_2D, screen_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT,
+ 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, screen_texture, 0);
+ if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
+ fprintf(stderr, "[ERROR]: Framebuffer is not complete.\n");
+ fprintf(stdout, "[INFO]: Intermediate fbo complete.\n");
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ F32 quad_vertices[] = {
+ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
+ 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f
+ };
+
+ glGenVertexArrays(1, &quad_vao);
+ glBindVertexArray(quad_vao);
+ glGenBuffers(1, &vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32)));
+ glBindVertexArray(0);
+
+ target_fps = 60.0f;
+ target_spf = 1.0f/target_fps;
+
+ camera_pos = v3f(0.0f, 0.0f, 3.0f);
+ camera_speed = 2.0f;
+ fovx = 90.0f;
+ near = 0.1f;
+ far = 1000.0f;
+
+ last_time = glfwGetTime();
+
+ while (!glfwWindowShouldClose(window))
+ {
+ glfwPollEvents();
+
+ /* NOTE(pryazha): Update */
+ if (key_is_pressed(global_input.exit))
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+
+ camera_pos = update_camera_orbital(global_input,
+ camera_pos, v3f_zero(),
+ dt, camera_speed);
+
+ projection = perspective(fovx, (F32)WIDTH/(F32)HEIGHT, near, far);
+ view = look_at(camera_pos, v3f_zero(), v3f(0.0f, 1.0f, 0.0f));
+ model = mat4_identity();
+
+ input_update_last_state(&global_input);
+
+ /* NOTE(pryazha): Render */
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_DEPTH_TEST);
+ glUseProgram(color_shader);
+ shader_set_mat4fv(color_shader, "projection", projection);
+ shader_set_mat4fv(color_shader, "view", view);
+ shader_set_mat4fv(color_shader, "model", model);
+ mesh_draw(cube_mesh);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediate_fbo);
+ /* TODO(pryazha): Update width and height */
+ glBlitFramebuffer(0, 0, WIDTH, HEIGHT,
+ 0, 0, WIDTH, HEIGHT,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glUseProgram(screen_shader);
+ glDisable(GL_DEPTH_TEST);
+ glBindTexture(GL_TEXTURE_2D, screen_texture);
+ glBindVertexArray(quad_vao);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ glBindVertexArray(0);
+
+ glfwSwapBuffers(window);
+
+ F32 elapsed = glfwGetTime()-last_time;
+ if (elapsed < target_spf)
+ {
+ U32 sleep_time = (U32)(target_spf-elapsed);
+ if (sleep_time > 0)
+ sleep(sleep_time);
+ }
+ F32 current_time = glfwGetTime();
+ dt = current_time-last_time;
+ last_time = current_time;
+ }
+
+ arena_release(arena);
+ glfwTerminate();
+ return(0);
+}
diff --git a/advanced_opengl/10.antialiasing/build.sh b/advanced_opengl/10.antialiasing/build.sh
new file mode 100755
index 0000000..9d1011a
--- /dev/null
+++ b/advanced_opengl/10.antialiasing/build.sh
@@ -0,0 +1,5 @@
+#!/bin/sh
+. ../../config
+set -x
+gcc -o anti_aliasing_msaa $CFLAGS $INCLUDE $LFLAGS anti_aliasing_msaa.c $LIBS
+gcc -o anti_aliasing_offscreen $CFLAGS $INCLUDE $LFLAGS anti_aliasing_offscreen.c $LIBS
diff --git a/advanced_opengl/10.antialiasing/shaders/color.fs b/advanced_opengl/10.antialiasing/shaders/color.fs
new file mode 100644
index 0000000..b935555
--- /dev/null
+++ b/advanced_opengl/10.antialiasing/shaders/color.fs
@@ -0,0 +1,9 @@
+#version 330 core
+
+out vec4 frag_color;
+
+void
+main(void)
+{
+ frag_color = vec4(0.76f, 0.47f, 0.84f, 1.0f);
+}
diff --git a/advanced_opengl/10.antialiasing/shaders/color.vs b/advanced_opengl/10.antialiasing/shaders/color.vs
new file mode 100644
index 0000000..ade669b
--- /dev/null
+++ b/advanced_opengl/10.antialiasing/shaders/color.vs
@@ -0,0 +1,12 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+
+uniform mat4 projection;
+uniform mat4 view;
+uniform mat4 model;
+
+void
+main(void)
+{
+ gl_Position = projection*view*model*vec4(apos, 1.0);
+}
diff --git a/advanced_opengl/10.antialiasing/shaders/screen.fs b/advanced_opengl/10.antialiasing/shaders/screen.fs
new file mode 100644
index 0000000..8fefa24
--- /dev/null
+++ b/advanced_opengl/10.antialiasing/shaders/screen.fs
@@ -0,0 +1,122 @@
+#version 330 core
+
+out vec4 frag_color;
+
+in vec2 tex_coords;
+
+uniform sampler2D texture1;
+
+vec4
+inversion()
+{
+ vec4 result = vec4(1.0f-vec3(texture(texture1, tex_coords)), 1.0f);
+ return(result);
+}
+
+vec4
+grayscale_average()
+{
+ vec4 tex_color = texture(texture1, tex_coords);
+ float average = (tex_color.r+tex_color.g+tex_color.b)/3.0f;
+ vec4 result = vec4(average, average, average, 1.0f);
+ return(result);
+}
+
+vec4
+grayscale_weights()
+{
+ vec4 tex_color = texture(texture1, tex_coords);
+ float average = 0.2126*tex_color.r+0.7152*tex_color.g+0.0722f*tex_color.b;
+ vec4 result = vec4(average, average, average, 1.0f);
+ return(result);
+}
+
+const float offset = 1.0f/300.0f;
+
+vec4
+kernel_effect(float[9] kernel)
+{
+ vec2 offsets[9] = vec2[](
+ vec2(-offset, offset), /* top-left */
+ vec2(0.0f, offset), /* top-center */
+ vec2(offset, offset), /* top-right */
+ vec2(-offset, 0.0f), /* center-left */
+ vec2(0.0f, 0.0f), /* center-center */
+ vec2(offset, 0.0f), /* center-right */
+ vec2(-offset, -offset), /* bottom-left */
+ vec2(0.0f, -offset), /* bottom-center */
+ vec2(offset, -offset) /* bottom-right */
+ );
+
+ vec3 sample_texture[9];
+ for (int offset_index = 0;
+ offset_index < 9;
+ ++offset_index)
+ {
+ sample_texture[offset_index] =
+ vec3(texture(texture1, tex_coords+offsets[offset_index]));
+ }
+
+ vec3 color = vec3(0.0f);
+ for (int i = 0; i < 9; ++i)
+ color += sample_texture[i]*kernel[i];
+
+ return(vec4(color, 1.0f));
+}
+
+void
+main(void)
+{
+ float strange_kernel[9] = float[](
+ -1, -1, -1,
+ -1, 9, -1,
+ -1, -1, -1
+ );
+
+ float gaussian_blur_kernel[9] = float[](
+ 1.0f/16.0f, 2.0f/16.0f, 1.0f/16.0f,
+ 2.0f/16.0f, 4.0f/16.0f, 2.0f/16.0f,
+ 1.0f/16.0f, 2.0f/16.0f, 1.0f/16.0f
+ );
+
+ float box_blur_kernel[9] = float[](
+ 1.0f/9.0f, 1.0f/9.0f, 1.0f/9.0f,
+ 1.0f/9.0f, 1.0f/9.0f, 1.0f/9.0f,
+ 1.0f/9.0f, 1.0f/9.0f, 1.0f/9.0f
+ );
+
+ float edge_detection_kernel[9] = float[](
+ 1.0f, 1.0f, 1.0f,
+ 1.0f, -8.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f
+ );
+
+ float sharpening_kernel[9] = float[](
+ 0.0f, -1.0f, 0.0f,
+ -1.0f, 5.0f, -1.0f,
+ 0.0f, -1.0f, 0.0f
+ );
+
+ float sobel_kernel_vertical[9] = float[](
+ -1.0f, 0.0f, 1.0f,
+ -2.0f, 0.0f, 2.0f,
+ -1.0f, 0.0f, 0.0f
+ );
+ float sobel_kernel_horizontal[9] = float[](
+ -1.0f, -2.0f, -1.0f,
+ 0.0f, 0.0f, 0.0f,
+ 1.0f, 2.0f, 1.0f
+ );
+
+ float funny_kernel[9] = float[](
+ 1.0f, 1.0f, 1.0f,
+ 1.0f, -4.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f
+ );
+
+ /*
+ frag_color = kernel_effect(funny_kernel);
+ frag_color *= vec4(0.76f, 0.47f, 0.84f, 1.0f);
+ */
+ frag_color = grayscale_weights();
+}
diff --git a/advanced_opengl/10.antialiasing/shaders/screen.vs b/advanced_opengl/10.antialiasing/shaders/screen.vs
new file mode 100644
index 0000000..0a5213b
--- /dev/null
+++ b/advanced_opengl/10.antialiasing/shaders/screen.vs
@@ -0,0 +1,12 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec2 atex_coords;
+
+out vec2 tex_coords;
+
+void
+main(void)
+{
+ gl_Position = vec4(apos, 1.0f);
+ tex_coords = atex_coords;
+}