lygia
/sample
/clamp2edge
)fakes a clamp to edge texture
Dependencies:
Use:
<vec4> sampleClamp2edge(<SAMPLER_TYPE> tex, <vec2> st [, <vec2> texResolution]);
#ifndef FNC_SAMPLECLAMP2EDGE
#define FNC_SAMPLECLAMP2EDGE
vec4 sampleClamp2edge(SAMPLER_TYPE tex, vec2 st, vec2 texResolution) {
vec2 pixel = 1.0/texResolution;
return SAMPLER_FNC( tex, clamp(st, pixel, 1.0-pixel) );
}
vec4 sampleClamp2edge(SAMPLER_TYPE tex, vec2 st) {
return SAMPLER_FNC( tex, clamp(st, vec2(0.01), vec2(0.99) ) );
}
vec4 sampleClamp2edge(SAMPLER_TYPE tex, vec2 st, float edge) {
return SAMPLER_FNC( tex, clamp(st, vec2(edge), vec2(1.0 - edge) ) );
}
#endif
Dependencies:
Use:
<float4> sampleClamp2edge(<SAMPLER_TYPE> tex, <float2> st [, <float2> texResolution]);
#ifndef FNC_SAMPLECLAMP2EDGE
#define FNC_SAMPLECLAMP2EDGE
float4 sampleClamp2edge(SAMPLER_TYPE tex, float2 st, float2 texResolution) {
float2 pixel = 1.0/texResolution;
return SAMPLER_FNC( tex, clamp(st, pixel, 1.0-pixel) );
}
float4 sampleClamp2edge(SAMPLER_TYPE tex, float2 st) {
return SAMPLER_FNC( tex, clamp(st, float2(0.01, 0.01), float2(0.99,0.99) ) );
}
#endif
Dependencies:
Use:
<float4> sampleClamp2edge(<SAMPLER_TYPE> tex, <float2> st [, <float2> texResolution]);
#ifndef FNC_SAMPLECLAMP2EDGE
#define FNC_SAMPLECLAMP2EDGE
float4 sampleClamp2edge(SAMPLER_TYPE tex, float2 st, float2 texResolution) {
float2 pixel = 1.0/texResolution;
return SAMPLER_FNC( tex, clamp(st, pixel, 1.0-pixel) );
}
float4 sampleClamp2edge(SAMPLER_TYPE tex, float2 st) {
return SAMPLER_FNC( tex, clamp(st, float2(0.01), float2(0.99) ) );
}
float4 sampleClamp2edge(SAMPLER_TYPE tex, float2 st, float edge) {
return SAMPLER_FNC( tex, clamp(st, float2(edge), float2(1.0 - edge) ) );
}
#endif
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