compile_opt idl2, logical_predicate
  
  im = read_image(filepath('elev_t.jpg', subdir=['examples','data']), /order)
  im = total(float(im),1)
  if min(im) eq 0 then im++
  
  help, im
  
  ; simulate random missing data, half of the pixels are missing
  im[floor(randomu(1, n_elements(im)/2)*n_elements(im))] = 0
  
  dim = size(im, /dimension)
  
  w = where(im ne 0, n)
  ord = sort(im[w])
  p0 = im[w[ord[n/50]]]
  p1 = im[w[ord[-n/50]]]
  print, p0, p1
  
  tlb = widget_base(title='Shader example', /row)
  w1 = widget_draw(tlb, xsize=dim[0], ysize=dim[1], retain=2)
  w2 = widget_draw(tlb, xsize=dim[0], ysize=dim[1], $
    graphics_level=2, retain=0, renderer=0)
  
  widget_control, tlb, /realize
  widget_control, w1, get_value=winid
  wset, winid
  tv, bytscl(im, min=p0, max=p1)
  widget_control, w2, get_value=win
  
  vertexProgram = $
    [ 'void main (void) {', $
    '  gl_TexCoord[0] = gl_MultiTexCoord0;', $
    '  gl_Position = ftransform();', $
    '  gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;', $
    '}' ]
  fragProgram = $
    ['uniform sampler2D _IDL_ImageTexture;' $
    ,'uniform float min;' $
    ,'uniform float max;' $
    ,'uniform float kernel[25];' $
    ,'uniform vec2 _IDL_ImageStep;' $
    ,'void main(void)' $
    ,'{' $
    ,'vec2 adj = vec2(2*_IDL_ImageStep.x,2*_IDL_ImageStep.y);' $
    ,'vec2 tc = gl_TexCoord[0].st - adj;' $
    ,'float sum = 0.0;' $
    ,'float nsum = 0.0;' $
    ,'for (int i=0; i<4; i++) {' $
    , 'adj.y = i * _IDL_ImageStep.y;' $
    ,' for (int j=0; j<4; j++) {' $
    ,'   adj.x = j * _IDL_ImageStep.x;' $
    ,'   float p = texture2D(_IDL_ImageTexture, tc + adj).r;' $
    ,'   float k = kernel[j+i*5];' $
    ,'   sum += p*k;' $
    ,'   nsum += (p != 0)*k;' $
    ,'  }' $
    ,'}' $
    ,'nsum += (nsum == 0);' $
    ,'sum = (sum/nsum - min) / (max - min);' $
    ,'gl_FragColor = vec4(sum,sum,sum,1.0);' $
    ,'}' $
    ]
 
 
  g = gaussian_function([0.5,0.5],width=5,maximum=1)
  shader = IDLgrShader()
  shader->SetProperty, $
    fragment_program_string=strjoin(fragProgram, string(10b)), $
    vertex_program_string=strjoin(vertexProgram, string(10b))
  shader->SetUniformVariable, 'min', float(p0)
  shader->SetUniformVariable, 'max', float(p1)
  shader->SetUniformVariable, 'kernel', float(g)
  view = IDLgrView(viewplane_rect=[0,0,dim])
  model = IDLgrModel()
  img = IDLgrImage(float(im), internal_data_type=3, shader=shader)
  
  view->Add, model
  model->Add, img
  win->Draw, view
  xmanager, 'shader_tricks', tlb, /no_block
 
end