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Binary file added Readme_Image_processing_Gundeep.pdf
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Binary file added part1/ImageProcessing/ImageProcessing.sdf
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25 changes: 25 additions & 0 deletions part1/ImageProcessing/ImageProcessing/Gaussian.glsl
Original file line number Diff line number Diff line change
@@ -0,0 +1,25 @@
varying vec2 v_Texcoords;

uniform sampler2D u_image;
uniform vec2 u_step;

const int KERNEL_WIDTH = 3; // Odd
const float offset = 3.0;

const mat3 kernel= mat3( 0.0625, 0.1250, 0.0625,0.1250, 0.2500, 0.1250,0.0625, 0.1250, 0.0625 );

void main(void)
{
vec3 accum = vec3(0.0);

for (int i = 0; i < KERNEL_WIDTH; ++i)
{
for (int j = 0; j < KERNEL_WIDTH; ++j)
{
vec2 coord = vec2(v_Texcoords.s + ((float(i) - offset) * u_step.s), v_Texcoords.t + ((float(j) - offset) * u_step.t));
accum += kernel[i][j]*texture2D(u_image, coord).rgb;
}
}

gl_FragColor = vec4((accum), 1.0);
}
236 changes: 127 additions & 109 deletions part1/ImageProcessing/ImageProcessing/ImageProcessing.vcxproj
Original file line number Diff line number Diff line change
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Original file line number Diff line number Diff line change
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8 changes: 8 additions & 0 deletions part1/ImageProcessing/ImageProcessing/brightness.glsl
Original file line number Diff line number Diff line change
@@ -0,0 +1,8 @@
varying vec2 v_Texcoords;

uniform sampler2D u_image;

void main(void)
{
gl_FragColor = vec4(vec3(clamp((texture2D(u_image, v_Texcoords).r*1.6),0.0,1.0),clamp((texture2D(u_image, v_Texcoords).g*1.6),0.0,1.0),clamp((texture2D(u_image, v_Texcoords).b*1.6),0.0,1.0)) ,1);
}
12 changes: 12 additions & 0 deletions part1/ImageProcessing/ImageProcessing/contrast.glsl
Original file line number Diff line number Diff line change
@@ -0,0 +1,12 @@
varying vec2 v_Texcoords;

uniform sampler2D u_image;
float value=0.1;

void main(void)
{
vec3 contrast=vec3(0.0);
contrast=(texture2D(u_image, v_Texcoords).rgb -vec3(0.5))*2.0 +0.5;
//(texture2D(u_image, v_Texcoords).rgb= (texture2D(u_image, v_Texcoords).rgb*(texture2D(u_image, v_Texcoords).rgb+valu
gl_FragColor = vec4(vec3(contrast),1);
}
30 changes: 30 additions & 0 deletions part1/ImageProcessing/ImageProcessing/edge_detection.glsl
Original file line number Diff line number Diff line change
@@ -0,0 +1,30 @@

varying vec2 v_Texcoords;

uniform sampler2D u_image;
uniform vec2 u_step;

const int KERNEL_WIDTH = 3; // Odd
const float offset = 1.0;

const mat3 sobel= mat3(-1, -2, -1, 0, 0, 0, 1, 2, 1);

void main(void)
{
vec2 accum = vec2(0.0);

for (int i = 0; i < KERNEL_WIDTH; ++i)
{
for (int j = 0; j < KERNEL_WIDTH; ++j)
{

vec2 coord = vec2(v_Texcoords.s + ((float(i) - offset) * u_step.s), v_Texcoords.t + ((float(j) - offset) * u_step.t));

accum.x += sobel[i][j]*texture2D(u_image, coord).r;
accum.y += sobel[j][i]*texture2D(u_image, coord).g;

}
}

gl_FragColor = vec4(vec3(length(accum)), 1.0);
}
13 changes: 13 additions & 0 deletions part1/ImageProcessing/ImageProcessing/grayscale.glsl
Original file line number Diff line number Diff line change
@@ -0,0 +1,13 @@
varying vec2 v_Texcoords;

uniform sampler2D u_image;

void main(void)
{
const vec3 W = vec3(0.2125, 0.7154, 0.0721);
float luminance = dot(vec3(texture2D(u_image, v_Texcoords).r,texture2D(u_image, v_Texcoords).g,texture2D(u_image, v_Texcoords).g), W);
gl_FragColor = vec4(luminance);
//gl_FragColor = vec3(1.0f)-texture2D(u_image, v_Texcoords);
}

//Then set the output r, g, and b components to the lumiance.
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