// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' /* 5x5 Median GLSL 1.0 Morgan McGuire and Kyle Whitson, 2006 Williams College http://graphics.cs.williams.edu Copyright (c) Morgan McGuire and Williams College, 2006 All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ Shader "Kinect/MedianShader" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Amount ("_Amount", Float) = 1.0 } SubShader { //Tags { "Queue"="Transparent" "RenderType" = "Opaque" } //Cull Off //Blend SrcAlpha OneMinusSrcAlpha Pass { ZTest Off Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest //#pragma Lambert alpha #include "UnityCG.cginc" #define s2(a, b) temp = a; a = min(a, b); b = max(temp, b); #define t2(a, b) s2(v[a], v[b]); #define t24(a, b, c, d, e, f, g, h) t2(a, b); t2(c, d); t2(e, f); t2(g, h); #define t25(a, b, c, d, e, f, g, h, i, j) t24(a, b, c, d, e, f, g, h); t2(i, j); uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _Amount; struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; }; v2f vert (appdata_img v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord.xy, _MainTex); //MultiplyUV (UNITY_MATRIX_TEXTURE0, uv); return o; } float4 frag (v2f i) : COLOR { float2 Tinvsize = float2 (_Amount / _ScreenParams.x, _Amount / _ScreenParams.y); float4 v[25]; // Add the pixels which make up our window to the pixel array. for(int dX = -2; dX <= 2; ++dX) { for(int dY = -2; dY <= 2; ++dY) { float2 offset = float2(float(dX), float(dY)); // If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + (dY + R) of the pixel array. // This will fill the pixel array, with the top left pixel of the window at pixel[0] and the bottom right pixel of the window at pixel[N-1]. v[(dX + 2) + (dY + 2) * 5] = tex2D(_MainTex, i.uv + offset * Tinvsize); } } float4 temp; t25(0, 1, 3, 4, 2, 4, 2, 3, 6, 7); t25(5, 7, 5, 6, 9, 7, 1, 7, 1, 4); t25(12, 13, 11, 13, 11, 12, 15, 16, 14, 16); t25(14, 15, 18, 19, 17, 19, 17, 18, 21, 22); t25(20, 22, 20, 21, 23, 24, 2, 5, 3, 6); t25(0, 6, 0, 3, 4, 7, 1, 7, 1, 4); t25(11, 14, 8, 14, 8, 11, 12, 15, 9, 15); t25(9, 12, 13, 16, 10, 16, 10, 13, 20, 23); t25(17, 23, 17, 20, 21, 24, 18, 24, 18, 21); t25(19, 22, 8, 17, 9, 18, 0, 18, 0, 9); t25(10, 19, 1, 19, 1, 10, 11, 20, 2, 20); t25(2, 11, 12, 21, 3, 21, 3, 12, 13, 22); t25(4, 22, 4, 13, 14, 23, 5, 23, 5, 14); t25(15, 24, 6, 24, 6, 15, 7, 16, 7, 19); t25(3, 11, 5, 17, 11, 17, 9, 17, 4, 10); t25(6, 12, 7, 14, 4, 6, 4, 7, 12, 14); t25(10, 14, 6, 7, 10, 12, 6, 10, 6, 17); t25(12, 17, 7, 17, 7, 10, 12, 18, 7, 12); t24(10, 18, 12, 20, 10, 20, 10, 12); return v[12]; } ENDCG } } FallBack "Diffuse" }