www.pudn.com > GPUVision_5-13-05-2.zip > Harris.cg
// Main shader.
void main(half2 iCoords : TEX0,
uniform samplerRECT texture,
uniform float threshold,
out float4 oColor : COLOR) {
float4 tmp = 0;
for(int i = -1; i <= 1; i++) {
for(int j = -1; j <= 1; j++) {
float4 data = f4texRECT(texture, iCoords+float2( i,j));
tmp += data.xxyy * data.xyxy;
}
}
float det = tmp.x*tmp.w-tmp.y*tmp.z;
if(det < threshold) {
discard;
}
oColor = det;
// oColor = abs(tmp*100);
}