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491 changes: 258 additions & 233 deletions README.md

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Binary file added part1/ImageProcessing/ImageProcessing.sdf
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227 changes: 118 additions & 109 deletions part1/ImageProcessing/ImageProcessing/ImageProcessing.vcxproj
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14 changes: 14 additions & 0 deletions part1/ImageProcessing/ImageProcessing/NightVision.glsl
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varying vec2 v_Texcoords;

uniform sampler2D u_image;

void main(void)
{

//calculate noise
float noise = dot(texture2D(u_image, v_Texcoords).rgb, vec3(0.4, 0.4, 0.4));
//multiply with green color
gl_FragColor = vec4(noise * vec3(0.3, 1.2, 0.3),1.0);


}
11 changes: 11 additions & 0 deletions part1/ImageProcessing/ImageProcessing/brightness.glsl
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@@ -0,0 +1,11 @@
varying vec2 v_Texcoords;
uniform sampler2D u_image;

void main(void)
{

float brightness = 0.3;
vec3 brightCol =texture2D(u_image, v_Texcoords).rgb + vec3(brightness);
gl_FragColor = vec4(brightCol, 1.0);

}
10 changes: 10 additions & 0 deletions part1/ImageProcessing/ImageProcessing/contrast.glsl
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@@ -0,0 +1,10 @@
varying vec2 v_Texcoords;
uniform sampler2D u_image;

void main(void)
{

float contrast = 1.2;
vec3 contrastCol = (texture2D(u_image, v_Texcoords).rgb - 0.5) * contrast + 0.5;
gl_FragColor = vec4(contrastCol,1.0);
}
39 changes: 39 additions & 0 deletions part1/ImageProcessing/ImageProcessing/edgeDetection.glsl
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varying vec2 v_Texcoords;

uniform sampler2D u_image;
uniform vec2 u_step;

const int KERNEL_WIDTH = 7; // Odd
const float offset = 3.0;

mat3 Sobel_horizontal = mat3(-1, -2, -1 ,0, 0, 0, 1, 2, 1);
mat3 Sobel_vertical=mat3(-1, 0, 1 ,-2 ,0, 2 ,-1, 0, 1);



void main(void)
{


float accum1 = 0.0;
float accum2 = 0.0;


for(int i =0; i<3 ;i++){

for(int j =0; j<3 ;j++){

vec2 coord = vec2(v_Texcoords.s + ((float(i) ) *u_step.x ), v_Texcoords.t + ((float(j) ) *u_step.y ) );
float luminance = dot(texture2D(u_image, coord).rgb, vec3(0.2125, 0.7154, 0.0721));
accum1 += luminance * Sobel_horizontal[i][j];
accum2 += luminance * Sobel_vertical[i][j];
}

}

vec2 col = vec2(accum1, accum2);
float len = length(col);

gl_FragColor = vec4(len,len,len,1.0);

}
10 changes: 10 additions & 0 deletions part1/ImageProcessing/ImageProcessing/gammaCorrection.glsl
Original file line number Diff line number Diff line change
@@ -0,0 +1,10 @@
varying vec2 v_Texcoords;
uniform sampler2D u_image;

void main(void)
{

vec3 color = texture2D(u_image, v_Texcoords).rgb;
gl_FragColor =vec4(pow(color, vec3(1.0 / 1.5)), 1.0);

}
31 changes: 31 additions & 0 deletions part1/ImageProcessing/ImageProcessing/gaussBlur.glsl
Original file line number Diff line number Diff line change
@@ -0,0 +1,31 @@
varying vec2 v_Texcoords;

uniform sampler2D u_image;
uniform vec2 u_step;

const int KERNEL_WIDTH = 7; // Odd
const float offset = 0.4;
mat3 weight =mat3 (1.0,2.0,1.0,2.0,4.0,2.0,1.0,2.0,1.0)/16.0;

void main(void)
{

vec3 accum = vec3(0.0);

for(int i =0; i<3 ;i++){

for(int j =0; j<3 ;j++){

vec2 coord = vec2(v_Texcoords.s + ((float(i) ) *u_step.x ), v_Texcoords.t + ((float(j) ) *u_step.y ) );
accum += texture2D(u_image, coord).rgb * weight[i][j];

}

}

// gl_FragColor = (accum/16.0);
gl_FragColor = vec4(accum, 1.0);



}
12 changes: 12 additions & 0 deletions part1/ImageProcessing/ImageProcessing/greyScale.glsl
Original file line number Diff line number Diff line change
@@ -0,0 +1,12 @@
varying vec2 v_Texcoords;

uniform sampler2D u_image;

void main(void)
{

//grey scale
float luminance = dot(texture2D(u_image, v_Texcoords).rgb, vec3(0.2125, 0.7154, 0.0721));
gl_FragColor = vec4(luminance ,luminance , luminance, 1.0);

}
14 changes: 14 additions & 0 deletions part1/ImageProcessing/ImageProcessing/imageNegative.glsl
Original file line number Diff line number Diff line change
@@ -0,0 +1,14 @@
varying vec2 v_Texcoords;

uniform sampler2D u_image;

void main(void)
{

//negetive image
vec4 color = texture2D(u_image, v_Texcoords);
gl_FragColor = vec4(1.0 - color.rgb, 1.0);



}
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