Skip to content

Commit 2d005fa

Browse files
committed
renamed filter functions in GLSL shader code, fixes #27
1 parent ac97116 commit 2d005fa

File tree

2 files changed

+4
-4
lines changed

2 files changed

+4
-4
lines changed

examples/protonect/src/shader/filter1.fs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -49,7 +49,7 @@ layout(location = 1) out vec3 FilterA;
4949
layout(location = 2) out vec3 FilterB;
5050
layout(location = 3) out uint MaxEdgeTest;
5151

52-
void filter(ivec2 uv)
52+
void applyBilateralFilter(ivec2 uv)
5353
{
5454
vec3 threshold = vec3((Params.joint_bilateral_ab_threshold * Params.joint_bilateral_ab_threshold) / (Params.ab_multiplier * Params.ab_multiplier));
5555
vec3 joint_bilateral_exp = vec3(Params.joint_bilateral_exp);
@@ -117,7 +117,7 @@ void main(void)
117117
{
118118
ivec2 uv = ivec2(FragmentIn.TexCoord.x, FragmentIn.TexCoord.y);
119119

120-
filter(uv);
120+
applyBilateralFilter(uv);
121121

122122
vec3 norm = sqrt(FilterA * FilterA + FilterB * FilterB);
123123
float i = min(dot(norm, vec3(0.333333333 * Params.ab_multiplier * Params.ab_output_multiplier)), 65535.0);

examples/protonect/src/shader/filter2.fs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -46,7 +46,7 @@ in VertexData {
4646
layout(location = 0) out vec4 Debug;
4747
layout(location = 1) out float FilterDepth;
4848

49-
void filter(ivec2 uv)
49+
void applyEdgeAwareFilter(ivec2 uv)
5050
{
5151
vec2 v = texelFetch(DepthAndIrSum, uv).xy;
5252

@@ -128,7 +128,7 @@ void main(void)
128128
{
129129
ivec2 uv = ivec2(FragmentIn.TexCoord.x, FragmentIn.TexCoord.y);
130130

131-
filter(uv);
131+
applyEdgeAwareFilter(uv);
132132

133133
Debug = vec4(vec3(FilterDepth / Params.max_depth), 1);
134134
}

0 commit comments

Comments
 (0)