Show half portion of image side by side - OpenGL





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1















I have created two textures for two images. Now I want to show this textures in opengl in an order that left part of image2, full image1, right part of image2. I have done like below. Image1 shows at the center of opengl screen. But left and right part of screen is not correct (which should show left part of image2 and right part of image2 respectively)



Vertex shader:



attribute vec3 a_position;
varying vec2 vTexCoord;
void main() {
vTexCoord = (a_position.xy + 1) / 2;
gl_Position = vec4(a_position,1);
}


Fragment shader:



precision highp float;
uniform sampler2D sTexture;//texture for image 1
uniform sampler2D sTexture1;//texture for image 2
varying vec2 vTexCoord;

void main () {
if ( vTexCoord.x<=0.25 )
gl_FragColor = texture2D (sTexture1, vec2(vTexCoord.x/2.0, vTexCoord.y));
else if ( vTexCoord.x>0.25 && vTexCoord.x<0.75 )
gl_FragColor = texture2D (sTexture, vec2(vTexCoord.x*2.0, vTexCoord.y));
else if(vTexCoord.x>=0.75 )
gl_FragColor = texture2D (sTexture1, vec2(vTexCoord.x*2.0-1.0, vTexCoord.y));
}


Compiling shaders:



void CreateShaders() {
/***********Vert Shader********************/
vertShader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(vertShader, vertexShaderSource);
GL.CompileShader(vertShader);

/***********Frag Shader ****************/
fragShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(fragShader, fragmentShaderSource);
GL.CompileShader(fragShader);
}









share|improve this question

























  • Can you please reformat this code so that it's actually readable?

    – Bartek Banachewicz
    Nov 22 '18 at 11:23











  • please check now

    – nsds
    Nov 22 '18 at 11:27











  • What do you mean by "But left and right part of screen is not correct"? You need to provide a full detail on what is going on. "not correct" can be anything from being black, being green, seeing garbage, seeing the wrong texture with correct coordinates, seeing correct texture with wrong coordinates (not the correct part of it)...

    – Matic Oblak
    Nov 22 '18 at 12:14











  • Also define what is your expected result. Are you expecting to see all 3 images as a whole stacked one next to another or do you want to simply overlay the middle part of image1 with image2?

    – Matic Oblak
    Nov 22 '18 at 12:16


















1















I have created two textures for two images. Now I want to show this textures in opengl in an order that left part of image2, full image1, right part of image2. I have done like below. Image1 shows at the center of opengl screen. But left and right part of screen is not correct (which should show left part of image2 and right part of image2 respectively)



Vertex shader:



attribute vec3 a_position;
varying vec2 vTexCoord;
void main() {
vTexCoord = (a_position.xy + 1) / 2;
gl_Position = vec4(a_position,1);
}


Fragment shader:



precision highp float;
uniform sampler2D sTexture;//texture for image 1
uniform sampler2D sTexture1;//texture for image 2
varying vec2 vTexCoord;

void main () {
if ( vTexCoord.x<=0.25 )
gl_FragColor = texture2D (sTexture1, vec2(vTexCoord.x/2.0, vTexCoord.y));
else if ( vTexCoord.x>0.25 && vTexCoord.x<0.75 )
gl_FragColor = texture2D (sTexture, vec2(vTexCoord.x*2.0, vTexCoord.y));
else if(vTexCoord.x>=0.75 )
gl_FragColor = texture2D (sTexture1, vec2(vTexCoord.x*2.0-1.0, vTexCoord.y));
}


Compiling shaders:



void CreateShaders() {
/***********Vert Shader********************/
vertShader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(vertShader, vertexShaderSource);
GL.CompileShader(vertShader);

/***********Frag Shader ****************/
fragShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(fragShader, fragmentShaderSource);
GL.CompileShader(fragShader);
}









share|improve this question

























  • Can you please reformat this code so that it's actually readable?

    – Bartek Banachewicz
    Nov 22 '18 at 11:23











  • please check now

    – nsds
    Nov 22 '18 at 11:27











  • What do you mean by "But left and right part of screen is not correct"? You need to provide a full detail on what is going on. "not correct" can be anything from being black, being green, seeing garbage, seeing the wrong texture with correct coordinates, seeing correct texture with wrong coordinates (not the correct part of it)...

    – Matic Oblak
    Nov 22 '18 at 12:14











  • Also define what is your expected result. Are you expecting to see all 3 images as a whole stacked one next to another or do you want to simply overlay the middle part of image1 with image2?

    – Matic Oblak
    Nov 22 '18 at 12:16














1












1








1








I have created two textures for two images. Now I want to show this textures in opengl in an order that left part of image2, full image1, right part of image2. I have done like below. Image1 shows at the center of opengl screen. But left and right part of screen is not correct (which should show left part of image2 and right part of image2 respectively)



Vertex shader:



attribute vec3 a_position;
varying vec2 vTexCoord;
void main() {
vTexCoord = (a_position.xy + 1) / 2;
gl_Position = vec4(a_position,1);
}


Fragment shader:



precision highp float;
uniform sampler2D sTexture;//texture for image 1
uniform sampler2D sTexture1;//texture for image 2
varying vec2 vTexCoord;

void main () {
if ( vTexCoord.x<=0.25 )
gl_FragColor = texture2D (sTexture1, vec2(vTexCoord.x/2.0, vTexCoord.y));
else if ( vTexCoord.x>0.25 && vTexCoord.x<0.75 )
gl_FragColor = texture2D (sTexture, vec2(vTexCoord.x*2.0, vTexCoord.y));
else if(vTexCoord.x>=0.75 )
gl_FragColor = texture2D (sTexture1, vec2(vTexCoord.x*2.0-1.0, vTexCoord.y));
}


Compiling shaders:



void CreateShaders() {
/***********Vert Shader********************/
vertShader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(vertShader, vertexShaderSource);
GL.CompileShader(vertShader);

/***********Frag Shader ****************/
fragShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(fragShader, fragmentShaderSource);
GL.CompileShader(fragShader);
}









share|improve this question
















I have created two textures for two images. Now I want to show this textures in opengl in an order that left part of image2, full image1, right part of image2. I have done like below. Image1 shows at the center of opengl screen. But left and right part of screen is not correct (which should show left part of image2 and right part of image2 respectively)



Vertex shader:



attribute vec3 a_position;
varying vec2 vTexCoord;
void main() {
vTexCoord = (a_position.xy + 1) / 2;
gl_Position = vec4(a_position,1);
}


Fragment shader:



precision highp float;
uniform sampler2D sTexture;//texture for image 1
uniform sampler2D sTexture1;//texture for image 2
varying vec2 vTexCoord;

void main () {
if ( vTexCoord.x<=0.25 )
gl_FragColor = texture2D (sTexture1, vec2(vTexCoord.x/2.0, vTexCoord.y));
else if ( vTexCoord.x>0.25 && vTexCoord.x<0.75 )
gl_FragColor = texture2D (sTexture, vec2(vTexCoord.x*2.0, vTexCoord.y));
else if(vTexCoord.x>=0.75 )
gl_FragColor = texture2D (sTexture1, vec2(vTexCoord.x*2.0-1.0, vTexCoord.y));
}


Compiling shaders:



void CreateShaders() {
/***********Vert Shader********************/
vertShader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(vertShader, vertexShaderSource);
GL.CompileShader(vertShader);

/***********Frag Shader ****************/
fragShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(fragShader, fragmentShaderSource);
GL.CompileShader(fragShader);
}






opengl glsl opentk






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 22 '18 at 12:04









Matic Oblak

11.3k11632




11.3k11632










asked Nov 22 '18 at 11:17









nsdsnsds

3082620




3082620













  • Can you please reformat this code so that it's actually readable?

    – Bartek Banachewicz
    Nov 22 '18 at 11:23











  • please check now

    – nsds
    Nov 22 '18 at 11:27











  • What do you mean by "But left and right part of screen is not correct"? You need to provide a full detail on what is going on. "not correct" can be anything from being black, being green, seeing garbage, seeing the wrong texture with correct coordinates, seeing correct texture with wrong coordinates (not the correct part of it)...

    – Matic Oblak
    Nov 22 '18 at 12:14











  • Also define what is your expected result. Are you expecting to see all 3 images as a whole stacked one next to another or do you want to simply overlay the middle part of image1 with image2?

    – Matic Oblak
    Nov 22 '18 at 12:16



















  • Can you please reformat this code so that it's actually readable?

    – Bartek Banachewicz
    Nov 22 '18 at 11:23











  • please check now

    – nsds
    Nov 22 '18 at 11:27











  • What do you mean by "But left and right part of screen is not correct"? You need to provide a full detail on what is going on. "not correct" can be anything from being black, being green, seeing garbage, seeing the wrong texture with correct coordinates, seeing correct texture with wrong coordinates (not the correct part of it)...

    – Matic Oblak
    Nov 22 '18 at 12:14











  • Also define what is your expected result. Are you expecting to see all 3 images as a whole stacked one next to another or do you want to simply overlay the middle part of image1 with image2?

    – Matic Oblak
    Nov 22 '18 at 12:16

















Can you please reformat this code so that it's actually readable?

– Bartek Banachewicz
Nov 22 '18 at 11:23





Can you please reformat this code so that it's actually readable?

– Bartek Banachewicz
Nov 22 '18 at 11:23













please check now

– nsds
Nov 22 '18 at 11:27





please check now

– nsds
Nov 22 '18 at 11:27













What do you mean by "But left and right part of screen is not correct"? You need to provide a full detail on what is going on. "not correct" can be anything from being black, being green, seeing garbage, seeing the wrong texture with correct coordinates, seeing correct texture with wrong coordinates (not the correct part of it)...

– Matic Oblak
Nov 22 '18 at 12:14





What do you mean by "But left and right part of screen is not correct"? You need to provide a full detail on what is going on. "not correct" can be anything from being black, being green, seeing garbage, seeing the wrong texture with correct coordinates, seeing correct texture with wrong coordinates (not the correct part of it)...

– Matic Oblak
Nov 22 '18 at 12:14













Also define what is your expected result. Are you expecting to see all 3 images as a whole stacked one next to another or do you want to simply overlay the middle part of image1 with image2?

– Matic Oblak
Nov 22 '18 at 12:16





Also define what is your expected result. Are you expecting to see all 3 images as a whole stacked one next to another or do you want to simply overlay the middle part of image1 with image2?

– Matic Oblak
Nov 22 '18 at 12:16












1 Answer
1






active

oldest

votes


















2















I want to show this textures in opengl in an order that left part of image2, full image1, right part of image2




If the texture coordinate is less than 0.25 then you want to show the rang [0, 0.5] of image2. You have to map the x component of the texture coordinate from [0.0, 0.25] to [0, 0.5]:



vec2( vTexCoord.x*2.0, vTexCoord.y );


If the texture coordinate is grater then you want to show the rang [0.5, 1] of image2. You have to map the x component of the texture coordinate from [0.75, 1.0] to [0.5, 1.0]:



vec2( (vTexCoord.x-0.75)*2.0 + 0.5, vTexCoord.y );


or



vec2( vTexCoord.x*2.0 - 1.0, vTexCoord.y );


If the texture coordinate is grater than 0.25 and less than 0.75 then you want to show the full range of image1. You have to map the x component of the texture coordinate from [0.25, 0.75] to [0.0, 1.0]:



vec2( vTexCoord.x*2.0 - 0.5, vTexCoord.y );


The shader code my look like this



precision highp float;
uniform sampler2D sTexture;//texture for image 1
uniform sampler2D sTexture1;//texture for image 2
varying vec2 vTexCoord;

void main ()
{
float u = vTexCoord.x*2.0;
float a = 0.0;
if( vTexCoord.x > 0.75 )
{
u -= 1.0;
}
else if ( vTexCoord.x >= 0.25 )
{
u -= 0.5;
a = 1.0;
}

vec4 color1 = texture2D(sTexture1, vec2(u, texCoord.y));
vec4 color2 = texture2D(sTexture, vec2(u, texCoord.y));

gl_FragColor = mix(color2, color1, a);
}




Extension to the answer:




if I want to show only a portion of right image,for example (0.6,0.8).




You want to map [0.75, 1.0] to [0.6, 0.8]:




  1. [0.75, 1.0] to [0, 1]: u' = (u-0.75)/0.25


  2. [0, 1] to [0.6, 0.8]: u'' = u'*0.2+0.6



This leads to:



u = (vTexCoord.x-0.75)*0.2/0.25 + 0.6;



when mapping [0.75, 1.0] to [0.6, 0.8] i wish to display the remain portion of [0.75, 1.0] with black/white color. when using (vTexCoord.x-0.75)*0.2/0.25 + 0.6 image with portion [.6,.8] is filled in [0.75, 1.0]




You have to convert the RGB color to grayscal. I recommend to use the a formula for Relative luminance:



float grayscale = dot(color1, vec3(0.2126, 0.7152, 0.0722));
color1.rgb = vec3(grayscale);





share|improve this answer


























  • Hi, I want to to flip the left portion. tried like below.but failed. if ( vTexCoord.x <= 0.25 ) { gl_FragColor = texture2D(sTexture1, vec2(1.0- (vTexCoord.x*2.0), vTexCoord.y)); }

    – nsds
    Nov 23 '18 at 10:51






  • 1





    The coordinates of the left part are in range [0, 0.5], so it has to be 0.5-vTexCoord.x*2.0 - gl_FragColor = texture2D(sTexture1, vec2(0.5-vTexCoord.x*2.0, vTexCoord.y));

    – Rabbid76
    Nov 23 '18 at 10:53













  • hi, if I want to show only a portion of right image,for example (0.6,0.8). I have tried like below . else if(vTexCoord.x >= 0.75 ) { vec2( (vTexCoord.x-0.75)*2.0 + 0.6, vTexCoord.y ); } But it shows a blurred area only.

    – nsds
    Nov 26 '18 at 6:20






  • 1





    @nsds I never said u'=(u-0.75)*2.0 I said u' = (u-0.75)/0.25! To map fro [0, 0.25] to [0, 1] you have to multiply by 4 respectively divide by 0.25 because 1/4 = 0.25 and 4 == 1/0.25. I used 0.25 because the size of the range is 0.25 and can be calculated by 1-0.75. I tried to point out how the values of the range change the formula.

    – Rabbid76
    Nov 26 '18 at 7:38








  • 1





    Well, "this reason" at least could be fixed by editing it to use the explicit Lod versions. However, these are not allowed in the FS in the early GLSL versions, and that code seems to use 1.10 or 1.20, so that option isn't really there, either. The other quick-fix would be to always sample both textures and store the results in two different variables, and only conditionally decide between those. That would be well-defined, at least.

    – derhass
    Nov 26 '18 at 14:51














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1 Answer
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active

oldest

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1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









2















I want to show this textures in opengl in an order that left part of image2, full image1, right part of image2




If the texture coordinate is less than 0.25 then you want to show the rang [0, 0.5] of image2. You have to map the x component of the texture coordinate from [0.0, 0.25] to [0, 0.5]:



vec2( vTexCoord.x*2.0, vTexCoord.y );


If the texture coordinate is grater then you want to show the rang [0.5, 1] of image2. You have to map the x component of the texture coordinate from [0.75, 1.0] to [0.5, 1.0]:



vec2( (vTexCoord.x-0.75)*2.0 + 0.5, vTexCoord.y );


or



vec2( vTexCoord.x*2.0 - 1.0, vTexCoord.y );


If the texture coordinate is grater than 0.25 and less than 0.75 then you want to show the full range of image1. You have to map the x component of the texture coordinate from [0.25, 0.75] to [0.0, 1.0]:



vec2( vTexCoord.x*2.0 - 0.5, vTexCoord.y );


The shader code my look like this



precision highp float;
uniform sampler2D sTexture;//texture for image 1
uniform sampler2D sTexture1;//texture for image 2
varying vec2 vTexCoord;

void main ()
{
float u = vTexCoord.x*2.0;
float a = 0.0;
if( vTexCoord.x > 0.75 )
{
u -= 1.0;
}
else if ( vTexCoord.x >= 0.25 )
{
u -= 0.5;
a = 1.0;
}

vec4 color1 = texture2D(sTexture1, vec2(u, texCoord.y));
vec4 color2 = texture2D(sTexture, vec2(u, texCoord.y));

gl_FragColor = mix(color2, color1, a);
}




Extension to the answer:




if I want to show only a portion of right image,for example (0.6,0.8).




You want to map [0.75, 1.0] to [0.6, 0.8]:




  1. [0.75, 1.0] to [0, 1]: u' = (u-0.75)/0.25


  2. [0, 1] to [0.6, 0.8]: u'' = u'*0.2+0.6



This leads to:



u = (vTexCoord.x-0.75)*0.2/0.25 + 0.6;



when mapping [0.75, 1.0] to [0.6, 0.8] i wish to display the remain portion of [0.75, 1.0] with black/white color. when using (vTexCoord.x-0.75)*0.2/0.25 + 0.6 image with portion [.6,.8] is filled in [0.75, 1.0]




You have to convert the RGB color to grayscal. I recommend to use the a formula for Relative luminance:



float grayscale = dot(color1, vec3(0.2126, 0.7152, 0.0722));
color1.rgb = vec3(grayscale);





share|improve this answer


























  • Hi, I want to to flip the left portion. tried like below.but failed. if ( vTexCoord.x <= 0.25 ) { gl_FragColor = texture2D(sTexture1, vec2(1.0- (vTexCoord.x*2.0), vTexCoord.y)); }

    – nsds
    Nov 23 '18 at 10:51






  • 1





    The coordinates of the left part are in range [0, 0.5], so it has to be 0.5-vTexCoord.x*2.0 - gl_FragColor = texture2D(sTexture1, vec2(0.5-vTexCoord.x*2.0, vTexCoord.y));

    – Rabbid76
    Nov 23 '18 at 10:53













  • hi, if I want to show only a portion of right image,for example (0.6,0.8). I have tried like below . else if(vTexCoord.x >= 0.75 ) { vec2( (vTexCoord.x-0.75)*2.0 + 0.6, vTexCoord.y ); } But it shows a blurred area only.

    – nsds
    Nov 26 '18 at 6:20






  • 1





    @nsds I never said u'=(u-0.75)*2.0 I said u' = (u-0.75)/0.25! To map fro [0, 0.25] to [0, 1] you have to multiply by 4 respectively divide by 0.25 because 1/4 = 0.25 and 4 == 1/0.25. I used 0.25 because the size of the range is 0.25 and can be calculated by 1-0.75. I tried to point out how the values of the range change the formula.

    – Rabbid76
    Nov 26 '18 at 7:38








  • 1





    Well, "this reason" at least could be fixed by editing it to use the explicit Lod versions. However, these are not allowed in the FS in the early GLSL versions, and that code seems to use 1.10 or 1.20, so that option isn't really there, either. The other quick-fix would be to always sample both textures and store the results in two different variables, and only conditionally decide between those. That would be well-defined, at least.

    – derhass
    Nov 26 '18 at 14:51


















2















I want to show this textures in opengl in an order that left part of image2, full image1, right part of image2




If the texture coordinate is less than 0.25 then you want to show the rang [0, 0.5] of image2. You have to map the x component of the texture coordinate from [0.0, 0.25] to [0, 0.5]:



vec2( vTexCoord.x*2.0, vTexCoord.y );


If the texture coordinate is grater then you want to show the rang [0.5, 1] of image2. You have to map the x component of the texture coordinate from [0.75, 1.0] to [0.5, 1.0]:



vec2( (vTexCoord.x-0.75)*2.0 + 0.5, vTexCoord.y );


or



vec2( vTexCoord.x*2.0 - 1.0, vTexCoord.y );


If the texture coordinate is grater than 0.25 and less than 0.75 then you want to show the full range of image1. You have to map the x component of the texture coordinate from [0.25, 0.75] to [0.0, 1.0]:



vec2( vTexCoord.x*2.0 - 0.5, vTexCoord.y );


The shader code my look like this



precision highp float;
uniform sampler2D sTexture;//texture for image 1
uniform sampler2D sTexture1;//texture for image 2
varying vec2 vTexCoord;

void main ()
{
float u = vTexCoord.x*2.0;
float a = 0.0;
if( vTexCoord.x > 0.75 )
{
u -= 1.0;
}
else if ( vTexCoord.x >= 0.25 )
{
u -= 0.5;
a = 1.0;
}

vec4 color1 = texture2D(sTexture1, vec2(u, texCoord.y));
vec4 color2 = texture2D(sTexture, vec2(u, texCoord.y));

gl_FragColor = mix(color2, color1, a);
}




Extension to the answer:




if I want to show only a portion of right image,for example (0.6,0.8).




You want to map [0.75, 1.0] to [0.6, 0.8]:




  1. [0.75, 1.0] to [0, 1]: u' = (u-0.75)/0.25


  2. [0, 1] to [0.6, 0.8]: u'' = u'*0.2+0.6



This leads to:



u = (vTexCoord.x-0.75)*0.2/0.25 + 0.6;



when mapping [0.75, 1.0] to [0.6, 0.8] i wish to display the remain portion of [0.75, 1.0] with black/white color. when using (vTexCoord.x-0.75)*0.2/0.25 + 0.6 image with portion [.6,.8] is filled in [0.75, 1.0]




You have to convert the RGB color to grayscal. I recommend to use the a formula for Relative luminance:



float grayscale = dot(color1, vec3(0.2126, 0.7152, 0.0722));
color1.rgb = vec3(grayscale);





share|improve this answer


























  • Hi, I want to to flip the left portion. tried like below.but failed. if ( vTexCoord.x <= 0.25 ) { gl_FragColor = texture2D(sTexture1, vec2(1.0- (vTexCoord.x*2.0), vTexCoord.y)); }

    – nsds
    Nov 23 '18 at 10:51






  • 1





    The coordinates of the left part are in range [0, 0.5], so it has to be 0.5-vTexCoord.x*2.0 - gl_FragColor = texture2D(sTexture1, vec2(0.5-vTexCoord.x*2.0, vTexCoord.y));

    – Rabbid76
    Nov 23 '18 at 10:53













  • hi, if I want to show only a portion of right image,for example (0.6,0.8). I have tried like below . else if(vTexCoord.x >= 0.75 ) { vec2( (vTexCoord.x-0.75)*2.0 + 0.6, vTexCoord.y ); } But it shows a blurred area only.

    – nsds
    Nov 26 '18 at 6:20






  • 1





    @nsds I never said u'=(u-0.75)*2.0 I said u' = (u-0.75)/0.25! To map fro [0, 0.25] to [0, 1] you have to multiply by 4 respectively divide by 0.25 because 1/4 = 0.25 and 4 == 1/0.25. I used 0.25 because the size of the range is 0.25 and can be calculated by 1-0.75. I tried to point out how the values of the range change the formula.

    – Rabbid76
    Nov 26 '18 at 7:38








  • 1





    Well, "this reason" at least could be fixed by editing it to use the explicit Lod versions. However, these are not allowed in the FS in the early GLSL versions, and that code seems to use 1.10 or 1.20, so that option isn't really there, either. The other quick-fix would be to always sample both textures and store the results in two different variables, and only conditionally decide between those. That would be well-defined, at least.

    – derhass
    Nov 26 '18 at 14:51
















2












2








2








I want to show this textures in opengl in an order that left part of image2, full image1, right part of image2




If the texture coordinate is less than 0.25 then you want to show the rang [0, 0.5] of image2. You have to map the x component of the texture coordinate from [0.0, 0.25] to [0, 0.5]:



vec2( vTexCoord.x*2.0, vTexCoord.y );


If the texture coordinate is grater then you want to show the rang [0.5, 1] of image2. You have to map the x component of the texture coordinate from [0.75, 1.0] to [0.5, 1.0]:



vec2( (vTexCoord.x-0.75)*2.0 + 0.5, vTexCoord.y );


or



vec2( vTexCoord.x*2.0 - 1.0, vTexCoord.y );


If the texture coordinate is grater than 0.25 and less than 0.75 then you want to show the full range of image1. You have to map the x component of the texture coordinate from [0.25, 0.75] to [0.0, 1.0]:



vec2( vTexCoord.x*2.0 - 0.5, vTexCoord.y );


The shader code my look like this



precision highp float;
uniform sampler2D sTexture;//texture for image 1
uniform sampler2D sTexture1;//texture for image 2
varying vec2 vTexCoord;

void main ()
{
float u = vTexCoord.x*2.0;
float a = 0.0;
if( vTexCoord.x > 0.75 )
{
u -= 1.0;
}
else if ( vTexCoord.x >= 0.25 )
{
u -= 0.5;
a = 1.0;
}

vec4 color1 = texture2D(sTexture1, vec2(u, texCoord.y));
vec4 color2 = texture2D(sTexture, vec2(u, texCoord.y));

gl_FragColor = mix(color2, color1, a);
}




Extension to the answer:




if I want to show only a portion of right image,for example (0.6,0.8).




You want to map [0.75, 1.0] to [0.6, 0.8]:




  1. [0.75, 1.0] to [0, 1]: u' = (u-0.75)/0.25


  2. [0, 1] to [0.6, 0.8]: u'' = u'*0.2+0.6



This leads to:



u = (vTexCoord.x-0.75)*0.2/0.25 + 0.6;



when mapping [0.75, 1.0] to [0.6, 0.8] i wish to display the remain portion of [0.75, 1.0] with black/white color. when using (vTexCoord.x-0.75)*0.2/0.25 + 0.6 image with portion [.6,.8] is filled in [0.75, 1.0]




You have to convert the RGB color to grayscal. I recommend to use the a formula for Relative luminance:



float grayscale = dot(color1, vec3(0.2126, 0.7152, 0.0722));
color1.rgb = vec3(grayscale);





share|improve this answer
















I want to show this textures in opengl in an order that left part of image2, full image1, right part of image2




If the texture coordinate is less than 0.25 then you want to show the rang [0, 0.5] of image2. You have to map the x component of the texture coordinate from [0.0, 0.25] to [0, 0.5]:



vec2( vTexCoord.x*2.0, vTexCoord.y );


If the texture coordinate is grater then you want to show the rang [0.5, 1] of image2. You have to map the x component of the texture coordinate from [0.75, 1.0] to [0.5, 1.0]:



vec2( (vTexCoord.x-0.75)*2.0 + 0.5, vTexCoord.y );


or



vec2( vTexCoord.x*2.0 - 1.0, vTexCoord.y );


If the texture coordinate is grater than 0.25 and less than 0.75 then you want to show the full range of image1. You have to map the x component of the texture coordinate from [0.25, 0.75] to [0.0, 1.0]:



vec2( vTexCoord.x*2.0 - 0.5, vTexCoord.y );


The shader code my look like this



precision highp float;
uniform sampler2D sTexture;//texture for image 1
uniform sampler2D sTexture1;//texture for image 2
varying vec2 vTexCoord;

void main ()
{
float u = vTexCoord.x*2.0;
float a = 0.0;
if( vTexCoord.x > 0.75 )
{
u -= 1.0;
}
else if ( vTexCoord.x >= 0.25 )
{
u -= 0.5;
a = 1.0;
}

vec4 color1 = texture2D(sTexture1, vec2(u, texCoord.y));
vec4 color2 = texture2D(sTexture, vec2(u, texCoord.y));

gl_FragColor = mix(color2, color1, a);
}




Extension to the answer:




if I want to show only a portion of right image,for example (0.6,0.8).




You want to map [0.75, 1.0] to [0.6, 0.8]:




  1. [0.75, 1.0] to [0, 1]: u' = (u-0.75)/0.25


  2. [0, 1] to [0.6, 0.8]: u'' = u'*0.2+0.6



This leads to:



u = (vTexCoord.x-0.75)*0.2/0.25 + 0.6;



when mapping [0.75, 1.0] to [0.6, 0.8] i wish to display the remain portion of [0.75, 1.0] with black/white color. when using (vTexCoord.x-0.75)*0.2/0.25 + 0.6 image with portion [.6,.8] is filled in [0.75, 1.0]




You have to convert the RGB color to grayscal. I recommend to use the a formula for Relative luminance:



float grayscale = dot(color1, vec3(0.2126, 0.7152, 0.0722));
color1.rgb = vec3(grayscale);






share|improve this answer














share|improve this answer



share|improve this answer








edited Nov 26 '18 at 16:05

























answered Nov 22 '18 at 12:35









Rabbid76Rabbid76

43.6k123354




43.6k123354













  • Hi, I want to to flip the left portion. tried like below.but failed. if ( vTexCoord.x <= 0.25 ) { gl_FragColor = texture2D(sTexture1, vec2(1.0- (vTexCoord.x*2.0), vTexCoord.y)); }

    – nsds
    Nov 23 '18 at 10:51






  • 1





    The coordinates of the left part are in range [0, 0.5], so it has to be 0.5-vTexCoord.x*2.0 - gl_FragColor = texture2D(sTexture1, vec2(0.5-vTexCoord.x*2.0, vTexCoord.y));

    – Rabbid76
    Nov 23 '18 at 10:53













  • hi, if I want to show only a portion of right image,for example (0.6,0.8). I have tried like below . else if(vTexCoord.x >= 0.75 ) { vec2( (vTexCoord.x-0.75)*2.0 + 0.6, vTexCoord.y ); } But it shows a blurred area only.

    – nsds
    Nov 26 '18 at 6:20






  • 1





    @nsds I never said u'=(u-0.75)*2.0 I said u' = (u-0.75)/0.25! To map fro [0, 0.25] to [0, 1] you have to multiply by 4 respectively divide by 0.25 because 1/4 = 0.25 and 4 == 1/0.25. I used 0.25 because the size of the range is 0.25 and can be calculated by 1-0.75. I tried to point out how the values of the range change the formula.

    – Rabbid76
    Nov 26 '18 at 7:38








  • 1





    Well, "this reason" at least could be fixed by editing it to use the explicit Lod versions. However, these are not allowed in the FS in the early GLSL versions, and that code seems to use 1.10 or 1.20, so that option isn't really there, either. The other quick-fix would be to always sample both textures and store the results in two different variables, and only conditionally decide between those. That would be well-defined, at least.

    – derhass
    Nov 26 '18 at 14:51





















  • Hi, I want to to flip the left portion. tried like below.but failed. if ( vTexCoord.x <= 0.25 ) { gl_FragColor = texture2D(sTexture1, vec2(1.0- (vTexCoord.x*2.0), vTexCoord.y)); }

    – nsds
    Nov 23 '18 at 10:51






  • 1





    The coordinates of the left part are in range [0, 0.5], so it has to be 0.5-vTexCoord.x*2.0 - gl_FragColor = texture2D(sTexture1, vec2(0.5-vTexCoord.x*2.0, vTexCoord.y));

    – Rabbid76
    Nov 23 '18 at 10:53













  • hi, if I want to show only a portion of right image,for example (0.6,0.8). I have tried like below . else if(vTexCoord.x >= 0.75 ) { vec2( (vTexCoord.x-0.75)*2.0 + 0.6, vTexCoord.y ); } But it shows a blurred area only.

    – nsds
    Nov 26 '18 at 6:20






  • 1





    @nsds I never said u'=(u-0.75)*2.0 I said u' = (u-0.75)/0.25! To map fro [0, 0.25] to [0, 1] you have to multiply by 4 respectively divide by 0.25 because 1/4 = 0.25 and 4 == 1/0.25. I used 0.25 because the size of the range is 0.25 and can be calculated by 1-0.75. I tried to point out how the values of the range change the formula.

    – Rabbid76
    Nov 26 '18 at 7:38








  • 1





    Well, "this reason" at least could be fixed by editing it to use the explicit Lod versions. However, these are not allowed in the FS in the early GLSL versions, and that code seems to use 1.10 or 1.20, so that option isn't really there, either. The other quick-fix would be to always sample both textures and store the results in two different variables, and only conditionally decide between those. That would be well-defined, at least.

    – derhass
    Nov 26 '18 at 14:51



















Hi, I want to to flip the left portion. tried like below.but failed. if ( vTexCoord.x <= 0.25 ) { gl_FragColor = texture2D(sTexture1, vec2(1.0- (vTexCoord.x*2.0), vTexCoord.y)); }

– nsds
Nov 23 '18 at 10:51





Hi, I want to to flip the left portion. tried like below.but failed. if ( vTexCoord.x <= 0.25 ) { gl_FragColor = texture2D(sTexture1, vec2(1.0- (vTexCoord.x*2.0), vTexCoord.y)); }

– nsds
Nov 23 '18 at 10:51




1




1





The coordinates of the left part are in range [0, 0.5], so it has to be 0.5-vTexCoord.x*2.0 - gl_FragColor = texture2D(sTexture1, vec2(0.5-vTexCoord.x*2.0, vTexCoord.y));

– Rabbid76
Nov 23 '18 at 10:53







The coordinates of the left part are in range [0, 0.5], so it has to be 0.5-vTexCoord.x*2.0 - gl_FragColor = texture2D(sTexture1, vec2(0.5-vTexCoord.x*2.0, vTexCoord.y));

– Rabbid76
Nov 23 '18 at 10:53















hi, if I want to show only a portion of right image,for example (0.6,0.8). I have tried like below . else if(vTexCoord.x >= 0.75 ) { vec2( (vTexCoord.x-0.75)*2.0 + 0.6, vTexCoord.y ); } But it shows a blurred area only.

– nsds
Nov 26 '18 at 6:20





hi, if I want to show only a portion of right image,for example (0.6,0.8). I have tried like below . else if(vTexCoord.x >= 0.75 ) { vec2( (vTexCoord.x-0.75)*2.0 + 0.6, vTexCoord.y ); } But it shows a blurred area only.

– nsds
Nov 26 '18 at 6:20




1




1





@nsds I never said u'=(u-0.75)*2.0 I said u' = (u-0.75)/0.25! To map fro [0, 0.25] to [0, 1] you have to multiply by 4 respectively divide by 0.25 because 1/4 = 0.25 and 4 == 1/0.25. I used 0.25 because the size of the range is 0.25 and can be calculated by 1-0.75. I tried to point out how the values of the range change the formula.

– Rabbid76
Nov 26 '18 at 7:38







@nsds I never said u'=(u-0.75)*2.0 I said u' = (u-0.75)/0.25! To map fro [0, 0.25] to [0, 1] you have to multiply by 4 respectively divide by 0.25 because 1/4 = 0.25 and 4 == 1/0.25. I used 0.25 because the size of the range is 0.25 and can be calculated by 1-0.75. I tried to point out how the values of the range change the formula.

– Rabbid76
Nov 26 '18 at 7:38






1




1





Well, "this reason" at least could be fixed by editing it to use the explicit Lod versions. However, these are not allowed in the FS in the early GLSL versions, and that code seems to use 1.10 or 1.20, so that option isn't really there, either. The other quick-fix would be to always sample both textures and store the results in two different variables, and only conditionally decide between those. That would be well-defined, at least.

– derhass
Nov 26 '18 at 14:51







Well, "this reason" at least could be fixed by editing it to use the explicit Lod versions. However, these are not allowed in the FS in the early GLSL versions, and that code seems to use 1.10 or 1.20, so that option isn't really there, either. The other quick-fix would be to always sample both textures and store the results in two different variables, and only conditionally decide between those. That would be well-defined, at least.

– derhass
Nov 26 '18 at 14:51






















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