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author | Jose Antonio Marquez | 2012-07-10 11:17:45 -0700 |
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committer | Jose Antonio Marquez | 2012-07-10 11:17:45 -0700 |
commit | 7d42a17a67eaec57e78f5fa730c1481515904a44 (patch) | |
tree | 738f5c0bde04ce175766db302922c6a3d70882fe | |
parent | cdaf0fdf64ddc12cacdc58c357053ff4652b7f46 (diff) | |
parent | 2f81cac4e10f9f4e4b44b6186de0d3d831d75bc4 (diff) | |
download | ninja-7d42a17a67eaec57e78f5fa730c1481515904a44.tar.gz |
Merge branch 'refs/heads/Ninja-Master' into Color
-rw-r--r-- | assets/descriptor.json | 12 | ||||
-rw-r--r-- | assets/shaders/Deform.frag.glsl | 30 | ||||
-rw-r--r-- | assets/shaders/Fly.frag.glsl | 24 | ||||
-rw-r--r-- | assets/shaders/Julia.frag.glsl | 26 | ||||
-rw-r--r-- | assets/shaders/Keleidoscope.frag.glsl | 29 | ||||
-rw-r--r-- | assets/shaders/Mandel.frag.glsl | 58 | ||||
-rw-r--r-- | assets/shaders/ReliefTunnel.frag.glsl | 38 | ||||
-rw-r--r-- | assets/shaders/SquareTunnel.frag.glsl | 22 | ||||
-rw-r--r-- | assets/shaders/Star.frag.glsl | 31 | ||||
-rw-r--r-- | assets/shaders/Tunnel.frag.glsl | 24 | ||||
-rw-r--r-- | assets/shaders/Twist.frag.glsl | 26 | ||||
-rw-r--r-- | assets/shaders/ZInvert.frag.glsl | 26 | ||||
-rw-r--r-- | assets/shaders/radialBlur.frag.glsl | 46 | ||||
-rw-r--r-- | js/io/system/ninjalibrary.json | 2 | ||||
-rwxr-xr-x | js/models/materials-model.js | 78 | ||||
-rw-r--r-- | js/panels/Materials/materials-data.json | 52 |
16 files changed, 40 insertions, 484 deletions
diff --git a/assets/descriptor.json b/assets/descriptor.json index 2cd21830..d9d74e6b 100644 --- a/assets/descriptor.json +++ b/assets/descriptor.json | |||
@@ -28,35 +28,23 @@ | |||
28 | "shaders/TwistVert.vert.glsl", | 28 | "shaders/TwistVert.vert.glsl", |
29 | "shaders/Basic.vert.glsl", | 29 | "shaders/Basic.vert.glsl", |
30 | "shaders/Water.frag.glsl", | 30 | "shaders/Water.frag.glsl", |
31 | "shaders/Deform.frag.glsl", | ||
32 | "shaders/Water2.frag.glsl", | 31 | "shaders/Water2.frag.glsl", |
33 | "shaders/Flag.vert.glsl", | 32 | "shaders/Flag.vert.glsl", |
34 | "shaders/Flag.frag.glsl", | 33 | "shaders/Flag.frag.glsl", |
35 | "shaders/ZInvert.frag.glsl", | ||
36 | "shaders/Fly.frag.glsl", | ||
37 | "shaders/linearGradient.frag.glsl", | 34 | "shaders/linearGradient.frag.glsl", |
38 | "shaders/Julia.frag.glsl", | ||
39 | "shaders/linearGradient.vert.glsl", | 35 | "shaders/linearGradient.vert.glsl", |
40 | "shaders/Keleidoscope.frag.glsl", | ||
41 | "shaders/plasma.frag.glsl", | 36 | "shaders/plasma.frag.glsl", |
42 | "shaders/Mandel.frag.glsl", | ||
43 | "shaders/Paris.frag.glsl", | 37 | "shaders/Paris.frag.glsl", |
44 | "shaders/plasma.vert.glsl", | 38 | "shaders/plasma.vert.glsl", |
45 | "shaders/Pulse.frag.glsl", | 39 | "shaders/Pulse.frag.glsl", |
46 | "shaders/radialBlur.frag.glsl", | ||
47 | "shaders/ReliefTunnel.frag.glsl", | ||
48 | "shaders/radialGradient.frag.glsl", | 40 | "shaders/radialGradient.frag.glsl", |
49 | "shaders/SquareTunnel.frag.glsl", | ||
50 | "shaders/radialGradient.vert.glsl", | 41 | "shaders/radialGradient.vert.glsl", |
51 | "shaders/Star.frag.glsl", | ||
52 | "shaders/test_fshader.glsl", | 42 | "shaders/test_fshader.glsl", |
53 | "shaders/Taper.frag.glsl", | 43 | "shaders/Taper.frag.glsl", |
54 | "shaders/test_fshader_full.glsl", | 44 | "shaders/test_fshader_full.glsl", |
55 | "shaders/Taper.vert.glsl", | 45 | "shaders/Taper.vert.glsl", |
56 | "shaders/test_vshader.glsl", | 46 | "shaders/test_vshader.glsl", |
57 | "shaders/Tunnel.frag.glsl", | ||
58 | "shaders/ub_fshader.glsl", | 47 | "shaders/ub_fshader.glsl", |
59 | "shaders/Twist.frag.glsl", | ||
60 | "shaders/ub_vshader.glsl", | 48 | "shaders/ub_vshader.glsl", |
61 | "shaders/TwistVert.frag.glsl" | 49 | "shaders/TwistVert.frag.glsl" |
62 | ] | 50 | ] |
diff --git a/assets/shaders/Deform.frag.glsl b/assets/shaders/Deform.frag.glsl deleted file mode 100644 index a2bb4fa0..00000000 --- a/assets/shaders/Deform.frag.glsl +++ /dev/null | |||
@@ -1,30 +0,0 @@ | |||
1 | #ifdef GL_ES | ||
2 | precision highp float; | ||
3 | #endif | ||
4 | |||
5 | uniform float u_time; | ||
6 | uniform float u_speed; | ||
7 | uniform vec2 u_resolution; | ||
8 | //uniform vec4 mouse; | ||
9 | uniform sampler2D u_tex0; | ||
10 | |||
11 | void main(void) | ||
12 | { | ||
13 | vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; | ||
14 | //vec2 m = -1.0 + 2.0 * mouse.xy / u_resolution.xy; | ||
15 | vec2 m = vec2(-.8, .8); | ||
16 | |||
17 | float a1 = atan(p.y-m.y,p.x-m.x); | ||
18 | float r1 = sqrt(dot(p-m,p-m)); | ||
19 | float a2 = atan(p.y+m.y,p.x+m.x); | ||
20 | float r2 = sqrt(dot(p+m,p+m)); | ||
21 | |||
22 | vec2 uv; | ||
23 | uv.x = 0.2*u_time*u_speed + (r1-r2)*0.25; | ||
24 | uv.y = sin(2.0*(a1-a2)); | ||
25 | |||
26 | float w = r1*r2*0.8; | ||
27 | vec3 col = texture2D(u_tex0,uv).xyz; | ||
28 | |||
29 | gl_FragColor = vec4(col/(.1+w),1.0); | ||
30 | } \ No newline at end of file | ||
diff --git a/assets/shaders/Fly.frag.glsl b/assets/shaders/Fly.frag.glsl deleted file mode 100644 index d36928a1..00000000 --- a/assets/shaders/Fly.frag.glsl +++ /dev/null | |||
@@ -1,24 +0,0 @@ | |||
1 | #ifdef GL_ES | ||
2 | precision highp float; | ||
3 | #endif | ||
4 | |||
5 | uniform vec2 u_resolution; | ||
6 | uniform float u_time; | ||
7 | uniform float u_speed; | ||
8 | uniform sampler2D u_tex0; | ||
9 | |||
10 | void main(void) | ||
11 | { | ||
12 | vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; | ||
13 | vec2 uv; | ||
14 | |||
15 | float an = u_time*u_speed*.25; | ||
16 | |||
17 | float x = p.x*cos(an)-p.y*sin(an); | ||
18 | float y = p.x*sin(an)+p.y*cos(an); | ||
19 | |||
20 | uv.x = .25*x/abs(y); | ||
21 | uv.y = .20*u_time*u_speed + .25/abs(y); | ||
22 | |||
23 | gl_FragColor = vec4(texture2D(u_tex0,uv).xyz * y*y, 1.0); | ||
24 | } | ||
diff --git a/assets/shaders/Julia.frag.glsl b/assets/shaders/Julia.frag.glsl deleted file mode 100644 index 7e616c40..00000000 --- a/assets/shaders/Julia.frag.glsl +++ /dev/null | |||
@@ -1,26 +0,0 @@ | |||
1 | #ifdef GL_ES | ||
2 | precision highp float; | ||
3 | #endif | ||
4 | |||
5 | uniform vec2 u_resolution; | ||
6 | uniform float u_time; | ||
7 | uniform float u_speed; | ||
8 | |||
9 | void main(void) | ||
10 | { | ||
11 | vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; | ||
12 | vec2 cc = vec2( cos(.25*u_time*u_speed), sin(.25*u_time*u_speed*1.423) ); | ||
13 | |||
14 | float dmin = 1000.0; | ||
15 | vec2 z = p*vec2(1.33,1.0); | ||
16 | for( int i=0; i<64; i++ ) | ||
17 | { | ||
18 | z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y ); | ||
19 | float m2 = dot(z,z); | ||
20 | if( m2>100.0 ) break; | ||
21 | dmin=min(dmin,m2); | ||
22 | } | ||
23 | |||
24 | float color = sqrt(sqrt(dmin))*0.7; | ||
25 | gl_FragColor = vec4(color,color,color,1.0); | ||
26 | } \ No newline at end of file | ||
diff --git a/assets/shaders/Keleidoscope.frag.glsl b/assets/shaders/Keleidoscope.frag.glsl deleted file mode 100644 index 7d95a95b..00000000 --- a/assets/shaders/Keleidoscope.frag.glsl +++ /dev/null | |||
@@ -1,29 +0,0 @@ | |||
1 | #ifdef GL_ES | ||
2 | precision highp float; | ||
3 | #endif | ||
4 | |||
5 | uniform vec2 u_resolution; | ||
6 | uniform float u_time; | ||
7 | uniform float u_speed; | ||
8 | uniform sampler2D u_tex0; | ||
9 | |||
10 | void main(void) | ||
11 | { | ||
12 | vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; | ||
13 | vec2 uv; | ||
14 | |||
15 | float time = u_time * u_speed; | ||
16 | |||
17 | float a = atan(p.y,p.x); | ||
18 | float r = sqrt(dot(p,p)); | ||
19 | |||
20 | uv.x = 7.0*a/3.1416; | ||
21 | uv.y = -time + sin(7.0*r+time) + .7*cos( | ||
22 | +7.0*a); | ||
23 | |||
24 | float w = .5+.5*(sin(time+7.0*r)+ .7*cos(time+7.0*a)); | ||
25 | |||
26 | vec3 col = texture2D(u_tex0,uv*.5).xyz; | ||
27 | |||
28 | gl_FragColor = vec4(col*w,1.0); | ||
29 | } \ No newline at end of file | ||
diff --git a/assets/shaders/Mandel.frag.glsl b/assets/shaders/Mandel.frag.glsl deleted file mode 100644 index 62be76b9..00000000 --- a/assets/shaders/Mandel.frag.glsl +++ /dev/null | |||
@@ -1,58 +0,0 @@ | |||
1 | #ifdef GL_ES | ||
2 | precision highp float; | ||
3 | #endif | ||
4 | |||
5 | uniform vec2 u_resolution; | ||
6 | uniform float u_time; | ||
7 | uniform float u_speed; | ||
8 | |||
9 | void main(void) | ||
10 | { | ||
11 | vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; | ||
12 | p.x *= u_resolution.x/u_resolution.y; | ||
13 | |||
14 | float time = u_time * u_speed; | ||
15 | |||
16 | float zoo = .62+.38*sin(.1*time); | ||
17 | float coa = cos( 0.1*(1.0-zoo)*time ); | ||
18 | float sia = sin( 0.1*(1.0-zoo)*time ); | ||
19 | zoo = pow( zoo,8.0); | ||
20 | vec2 xy = vec2( p.x*coa-p.y*sia, p.x*sia+p.y*coa); | ||
21 | vec2 cc = vec2(-.745,.186) + xy*zoo; | ||
22 | |||
23 | vec2 z = vec2(0.0); | ||
24 | vec2 z2 = z*z; | ||
25 | float m2; | ||
26 | float co = 0.0; | ||
27 | |||
28 | |||
29 | // chrome/angelproject/nvidia/glslES don't seem to like to "break" a loop... | ||
30 | // so we have to rewrite it in another way | ||
31 | /* | ||
32 | for( int i=0; i<256; i++ ) | ||
33 | { | ||
34 | z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y ); | ||
35 | m2 = dot(z,z); | ||
36 | if( m2>1024.0 ) break; | ||
37 | co += 1.0; | ||
38 | } | ||
39 | */ | ||
40 | |||
41 | for( int i=0; i<256; i++ ) | ||
42 | { | ||
43 | if( m2<1024.0 ) | ||
44 | { | ||
45 | z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y ); | ||
46 | m2 = dot(z,z); | ||
47 | co += 1.0; | ||
48 | } | ||
49 | } | ||
50 | |||
51 | co = co + 1.0 - log2(.5*log2(m2)); |