LCOV - code coverage report
Current view: top level - eq - roiFragmentShaderRGB_glsl.h (source / functions) Hit Total Coverage
Test: Equalizer Lines: 1 1 100.0 %
Date: 2017-12-16 05:07:20 Functions: 0 0 -

          Line data    Source code
       1             : // Generated file - Edit roiFragmentShaderRGB.glsl!
       2             : #include <string>
       3          10 : static const std::string roiFragmentShaderRGB_glsl =
       4             :     "/* Copyright (c) 2009       Maxim Makhinya\n  *\n  * This library is free "
       5             :     "software; you can redistribute it and/or modify it under\n  * the terms "
       6             :     "of the GNU Lesser General Public License version 2.1 as published\n  * by "
       7             :     "the Free Software Foundation.\n  *  \n  * This library is distributed in "
       8             :     "the hope that it will be useful, but WITHOUT\n  * ANY WARRANTY; without "
       9             :     "even the implied warranty of MERCHANTABILITY or FITNESS\n  * FOR A "
      10             :     "PARTICULAR PURPOSE.  See the GNU Lesser General Public License for more\n "
      11             :     " * details.\n  * \n  * You should have received a copy of the GNU Lesser "
      12             :     "General Public License\n  * along with this library; if not, write to the "
      13             :     "Free Software Foundation, Inc.,\n  * 51 Franklin Street, Fifth Floor, "
      14             :     "Boston, MA 02110-1301 USA.\n  */\n \n uniform sampler2DRect texture;\n \n "
      15             :     "void main(void)\n {\n     vec2  pos = (gl_FragCoord.xy - vec2( 0.5, 0.5 "
      16             :     "))*16.0;\n \n     float bg  = 1.0;\n \n     vec3 s;\n     for( float y = "
      17             :     ".0; y < 15.1; y+=2.0 )\n     {\n         if( bg < .5 )\n             "
      18             :     "break;\n         for( float x = .0; x < 15.1; x+=2.0 )\n         {\n      "
      19             :     "       s = texture2DRect( texture, pos + vec2( x, y )).rgb;\n             "
      20             :     "if( s != vec3( .0, .0, .0 ))\n             {\n                 bg = .0;\n "
      21             :     "                break;\n             }\n         }\n     }\n     for( "
      22             :     "float y = 1.0; y < 15.1; y+=2.0 )\n     {\n         if( bg < .5 )\n       "
      23             :     "      break;\n         for( float x = 1.0; x < 15.1; x+=2.0 )\n         "
      24             :     "{\n             s = texture2DRect( texture, pos + vec2( x, y )).rgb;\n \n "
      25             :     "            if( s != vec3( .0, .0, .0 ))\n             {\n                "
      26             :     " bg = .0;\n                 break;\n             }\n         }\n     }\n  "
      27             :     "   for( float y = .0; y < 15.1; y+=2.0 )\n     {\n         if( bg < .5 "
      28             :     ")\n             break;\n         for( float x = 1.0; x < 15.1; x+=2.0 )\n "
      29             :     "        {\n             s = texture2DRect( texture, pos + vec2( x, y "
      30             :     ")).rgb;\n \n             if( s != vec3( .0, .0, .0 ))\n             {\n   "
      31             :     "              bg = .0;\n                 break;\n             }\n         "
      32             :     "}\n     }\n     for( float y = 1.0; y < 15.1; y+=2.0 )\n     {\n         "
      33             :     "if( bg < .5 )\n             break;\n         for( float x = .0; x < 15.1; "
      34             :     "x+=2.0 )\n         {\n             s = texture2DRect( texture, pos + "
      35             :     "vec2( x, y )).rgb;\n \n             if( s != vec3( .0, .0, .0 ))\n        "
      36             :     "     {\n                 bg = .0;\n                 break;\n             "
      37             :     "}\n         }\n     }\n \n     gl_FragColor = vec4( bg, .0, .0, .0 );\n "
      38             :     "}\n ";

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