Reputation: 3124
I have a simple RGBA texture that I will project on a rectangle/quad in OpenGL.
However, I want to do some operations in the rgb pixels of that texture, e.g., I want the displayed color to be some function of the RGB pixels of the original image.
My questions are: can I apply a fragment shader to a 2D texture? And if I can, How do I access the rgb value of the original texture image?
Any help would be appreciated.
Upvotes: 0
Views: 1081
Reputation: 427
You can certainly do this. Render the quad as usual and send the texture to the fragment shader as a sampler2D
uniform.
Inside the fragment shader, you can then make calls to either texture
or texelFetch
. texture
samples your texture, and texelFetch
looks up an RGB texel from the texture without performing interpolation, etc.
Here is an example of what your fragment shader might look like:
Fragment shader
#version 330 core
uniform vec2 resolution;
uniform sampler2D myTexture;
out vec3 color;
void main()
{
vec2 pos = gl_FragCoord.xy / resolution.xy;
pos.y = resolution.y - pos.y;
color = texture(myTexture, pos).xyz;
}
And then on the application side:
Initialization
glGenTextures(1, &m_textureID);
glBindTexture(GL_TEXTURE_2D, m_textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_imageWidth, m_imageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, pImage);
m_textureUniformID = glGetUniformLocation(m_programID, "myTexture");
Render loop
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_textureID);
glUniform1i(m_textureUniformID, 0);
Upvotes: 1