/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* * This file is part of the LibreOffice project. * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ /* TODO Use textureOffset for newest version of GLSL */ #version 130 uniform sampler2D crc_table; uniform sampler2D sampler; uniform float xstep; uniform float ystep; varying vec2 tex_coord; const int scale = 4; const float ratio = 16.0; ivec2 crc64( ivec2 hval, int color ) { int dx = 2 * ((hval[0] ^ color) & 0xff); float s = dx / 255.0; vec4 table_value_lo = round(texture2D( crc_table, vec2( s, 0.0 ) ) * 255.0); s = (dx+1) / 255.0; vec4 table_value_hi = round(texture2D( crc_table, vec2( s, 0.0 ) ) * 255.0); int tvalue_lo = int(table_value_lo[0]) | (int(table_value_lo[1]) << 8) | (int(table_value_lo[2]) << 16) | (int(table_value_lo[3]) << 24); int tvalue_hi = int(table_value_hi[0]) | (int(table_value_hi[1]) << 8) | (int(table_value_hi[2]) << 16) | (int(table_value_hi[3]) << 24); hval[1] = tvalue_hi ^ (hval[1] >> 8); hval[0] = tvalue_lo ^ ( (hval[1] << 24) | (hval[0] >> 8) ); return hval; } void main(void) { ivec2 Crc = ivec2( 0xffffffff, 0xffffffff ); vec2 offset = vec2( 0.0, 0.0 ); vec2 next_coord = tex_coord.st; for( int y = 0; y < scale && next_coord.y <= 1.0; ++y ) { for( int x = 0; x < scale && next_coord.x <= 1.0; ++x ) { vec4 pixel = round(texture2D( sampler, next_coord ) * 255.0); int r = int(pixel.r); // 0..255 int g = int(pixel.g); // 0..255 int b = int(pixel.b); // 0..255 int a = int(pixel.a); // 0..255 Crc = crc64( Crc, r ); Crc = crc64( Crc, g ); Crc = crc64( Crc, b ); Crc = crc64( Crc, a ); offset.x += xstep; next_coord = tex_coord.st + offset; } offset.y += ystep; offset.x = 0.0; next_coord = tex_coord.st + offset; } Crc[0] = ~Crc[0]; Crc[1] = ~Crc[1]; int Hash = Crc[0] ^ Crc[1]; float fr = ( Hash & 0xff) / 255.0; float fg = ((Hash >> 8) & 0xff) / 255.0; float fb = ((Hash >> 16) & 0xff) / 255.0; float fa = ((Hash >> 24) & 0xff) / 255.0; gl_FragColor = vec4(fr, fg, fb, fa); } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */