I have a slider which have value ranges from zero to one. Now using the value of this slider , I want to crop the image from bottom to half of image And from top to half of image. I have done the first one (bottom crop) by resizing the height of GLControl. Not sure that this is the proper way to achieve this. But it is working fine. I have no idea for second option (cropping from top to half of image). Please help to get it. Attached is the outputs that I got when performing bottom crop with values 0,0.4,1.0 respectively.
int FramereHeight = (glControl2.Height / 2) / 10; // crop the middle camera upto half of it's height
if (NumericUpdownMiddleBottomCropVal != 0.0)//value ranges from zero to one
{
glControl2.Height = glControl2.Height - Convert.ToInt32(NumericUpdownMiddleBottomCropVal * 10 * FramereHeight);
}
public void CreateShaders()
{
/***********Vert Shader********************/
vertShader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(vertShader, @"attribute vec3 a_position;
varying vec2 vTexCoord;
void main() {
vTexCoord = (a_position.xy+1)/2 ;
gl_Position =vec4(a_position, 1);
}");
GL.CompileShader(vertShader);
/***********Frag Shader ****************/
fragShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(fragShader, @"precision highp float;
uniform sampler2D sTexture_2;varying vec2 vTexCoord;
uniform float sSelectedCropVal;
uniform float sSelectedTopCropVal;uniform float sSelectedBottomCropVal;
void main ()
{
if (abs(vTexCoord.y-0.5) * 2.0 > 1.0 - 0.5*sSelectedCropVal)
discard;
vec4 color = texture2D (sTexture_2, vec2(vTexCoord.x, vTexCoord.y));
gl_FragColor =color;
}"); GL.CompileShader(fragShader);
}
I assume that sSelectedCropVal
is in range [0.0, 1.0].
You can discard
the fragments depending on the v corodiante:
if ((0.5 - vTexCoord.y) * 2.0 > 1.0-sSelectedCropVal)
discard;
if ((vTexCoord.y - 0.5) * 2.0 > 1.0-sSelectedBottomCropVal)
discard;
Complete shader:
precision highp float;
uniform sampler2D sTexture_2;varying vec2 vTexCoord;
uniform float sSelectedCropVal;
uniform float sSelectedTopCropVal;uniform float sSelectedBottomCropVal;
void main ()
{
if ((0.5 - vTexCoord.y) * 2.0 > 1.0-sSelectedCropVal)
discard;
if ((vTexCoord.y - 0.5) * 2.0 > 1.0-sSelectedBottomCropVal)
discard;
vec4 color = texture2D(sTexture_2, vTexCoord.xy);
gl_FragColor = color;
}