feat(slam): add rtabmap_ros
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/*
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* Copyright 2014 Google Inc. All Rights Reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "tango-gl/shaders.h"
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namespace tango_gl {
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namespace shaders {
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std::string GetBasicVertexShader() {
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return "precision mediump float;\n"
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"precision mediump int;\n"
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"attribute vec4 vertex;\n"
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"uniform mat4 mvp;\n"
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"uniform vec4 color;\n"
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"varying vec4 v_color;\n"
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"void main() {\n"
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" gl_Position = mvp*vertex;\n"
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" v_color = color;\n"
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"}\n";
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}
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std::string GetBasicFragmentShader() {
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return "precision mediump float;\n"
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"varying vec4 v_color;\n"
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"void main() {\n"
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" gl_FragColor = v_color;\n"
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"}\n";
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}
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std::string GetColorVertexShader() {
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return "precision mediump float;\n"
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"precision mediump int;\n"
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"attribute vec4 vertex;\n"
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"attribute vec4 color;\n"
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"uniform mat4 mvp;\n"
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"varying vec4 v_color;\n"
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"void main() {\n"
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" gl_Position = mvp*vertex;\n"
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" v_color = color;\n"
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"}\n";
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}
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std::string GetVideoOverlayVertexShader() {
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return "precision highp float;\n"
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"precision highp int;\n"
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"attribute vec4 vertex;\n"
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"attribute vec2 textureCoords;\n"
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"varying vec2 f_textureCoords;\n"
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"uniform mat4 mvp;\n"
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"void main() {\n"
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" f_textureCoords = textureCoords;\n"
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" gl_Position = mvp * vertex;\n"
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"}\n";
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}
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std::string GetVideoOverlayFragmentShader() {
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return "#extension GL_OES_EGL_image_external : require\n"
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"precision highp float;\n"
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"precision highp int;\n"
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"uniform samplerExternalOES texture;\n"
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"varying vec2 f_textureCoords;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(texture, f_textureCoords);\n"
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"}\n";
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}
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std::string GetShadedVertexShader() {
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return "attribute vec4 vertex;\n"
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"attribute vec3 normal;\n"
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"uniform mat4 mvp;\n"
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"uniform mat4 mv;\n"
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"uniform vec4 color;\n"
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"uniform vec3 lightVec;\n"
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"varying vec4 v_color;\n"
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"void main() {\n"
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" vec3 mvNormal = vec3(mv * vec4(normal, 0.0));\n"
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" float diffuse = max(-dot(mvNormal, lightVec), 0.0);\n"
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" v_color.a = color.a;\n"
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" v_color.xyz = color.xyz * diffuse + color.xyz * 0.3;\n"
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" gl_Position = mvp*vertex;\n"
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"}\n";
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}
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} // namespace shaders
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} // namespace tango_gl
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