LCOV - code coverage report
Current view: top level - eq/client - roiFragmentShaderRGB_glsl.h (source / functions) Hit Total Coverage
Test: lcov2.info Lines: 1 1 100.0 %
Date: 2014-06-18 Functions: 0 0 -

          Line data    Source code
       1             : //Generated file - Edit roiFragmentShaderRGB.glsl!
       2             : #include <string>
       3          12 : static const std::string roiFragmentShaderRGB_glsl = "/* Copyright (c) 2009       Maxim Makhinya\n  *\n  * This library is free software; you can redistribute it and/or modify it under\n  * the terms of the GNU Lesser General Public License version 2.1 as published\n  * by the Free Software Foundation.\n  *  \n  * This library is distributed in the hope that it will be useful, but WITHOUT\n  * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS\n  * FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public License for more\n  * details.\n  * \n  * You should have received a copy of the GNU Lesser General Public License\n  * along with this library; if not, write to the Free Software Foundation, Inc.,\n  * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.\n  */\n \n uniform sampler2DRect texture;\n \n void main(void)\n {\n     vec2  pos = (gl_FragCoord.xy - vec2( 0.5, 0.5 ))*16.0;\n \n     float bg  = 1.0;\n \n     vec3 s;\n     for( float y = .0; y < 15.1; y+=2.0 )\n     {\n         if( bg < .5 )\n             break;\n         for( float x = .0; x < 15.1; x+=2.0 )\n         {\n             s = texture2DRect( texture, pos + vec2( x, y )).rgb;\n             if( s != vec3( .0, .0, .0 ))\n             {\n                 bg = .0;\n                 break;\n             }\n         }\n     }\n     for( float y = 1.0; y < 15.1; y+=2.0 )\n     {\n         if( bg < .5 )\n             break;\n         for( float x = 1.0; x < 15.1; x+=2.0 )\n         {\n             s = texture2DRect( texture, pos + vec2( x, y )).rgb;\n \n             if( s != vec3( .0, .0, .0 ))\n             {\n                 bg = .0;\n                 break;\n             }\n         }\n     }\n     for( float y = .0; y < 15.1; y+=2.0 )\n     {\n         if( bg < .5 )\n             break;\n         for( float x = 1.0; x < 15.1; x+=2.0 )\n         {\n             s = texture2DRect( texture, pos + vec2( x, y )).rgb;\n \n             if( s != vec3( .0, .0, .0 ))\n             {\n                 bg = .0;\n                 break;\n             }\n         }\n     }\n     for( float y = 1.0; y < 15.1; y+=2.0 )\n     {\n         if( bg < .5 )\n             break;\n         for( float x = .0; x < 15.1; x+=2.0 )\n         {\n             s = texture2DRect( texture, pos + vec2( x, y )).rgb;\n \n             if( s != vec3( .0, .0, .0 ))\n             {\n                 bg = .0;\n                 break;\n             }\n         }\n     }\n \n     gl_FragColor = vec4( bg, .0, .0, .0 );\n }\n ";

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