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authorhwc4872012-02-02 11:57:58 -0800
committerhwc4872012-02-02 11:57:58 -0800
commit6321075d93044c6747682a8e7280b5996da7ec52 (patch)
tree2d484c78d66df96e1315ee0047d3ef5305b9f7f7
parent4222db97e353fb65fab787ba5927d16d9fa4e1f7 (diff)
downloadninja-6321075d93044c6747682a8e7280b5996da7ec52.tar.gz
added some additional shaders
-rw-r--r--assets/shaders/Deform.frag.glsl29
-rw-r--r--assets/shaders/Fly.frag.glsl23
-rw-r--r--assets/shaders/ReliefTunnel.frag.glsl35
-rw-r--r--assets/shaders/SquareTunnel.frag.glsl21
-rw-r--r--assets/shaders/Star.frag.glsl28
-rw-r--r--assets/shaders/Water.frag.glsl55
-rw-r--r--assets/shaders/ZInvert.frag.glsl23
-rw-r--r--js/helper-classes/RDGE/Materials/DeformMaterial.js133
-rw-r--r--js/helper-classes/RDGE/Materials/FlyMaterial.js133
-rw-r--r--js/helper-classes/RDGE/Materials/ReliefTunnelMaterial.js133
-rw-r--r--js/helper-classes/RDGE/Materials/SquareTunnelMaterial.js133
-rw-r--r--js/helper-classes/RDGE/Materials/StarMaterial.js133
-rw-r--r--js/helper-classes/RDGE/Materials/WaterMaterial.js133
-rw-r--r--js/helper-classes/RDGE/Materials/ZInvertMaterial.js133
-rw-r--r--js/helper-classes/RDGE/MaterialsLibrary.js21
-rw-r--r--js/panels/Materials/Materials.xml7
-rw-r--r--js/panels/Materials/materials-popup.reel/materials-popup.js7
-rwxr-xr-xjs/preloader/Preloader.js7
18 files changed, 1187 insertions, 0 deletions
diff --git a/assets/shaders/Deform.frag.glsl b/assets/shaders/Deform.frag.glsl
new file mode 100644
index 00000000..1dbe45a0
--- /dev/null
+++ b/assets/shaders/Deform.frag.glsl
@@ -0,0 +1,29 @@
1#ifdef GL_ES
2precision highp float;
3#endif
4
5uniform float u_time;
6uniform vec2 u_resolution;
7//uniform vec4 mouse;
8uniform sampler2D u_tex0;
9
10void main(void)
11{
12 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
13 //vec2 m = -1.0 + 2.0 * mouse.xy / u_resolution.xy;
14 vec2 m = vec2(-.8, .8);
15
16 float a1 = atan(p.y-m.y,p.x-m.x);
17 float r1 = sqrt(dot(p-m,p-m));
18 float a2 = atan(p.y+m.y,p.x+m.x);
19 float r2 = sqrt(dot(p+m,p+m));
20
21 vec2 uv;
22 uv.x = 0.2*u_time + (r1-r2)*0.25;
23 uv.y = sin(2.0*(a1-a2));
24
25 float w = r1*r2*0.8;
26 vec3 col = texture2D(u_tex0,uv).xyz;
27
28 gl_FragColor = vec4(col/(.1+w),1.0);
29} \ No newline at end of file
diff --git a/assets/shaders/Fly.frag.glsl b/assets/shaders/Fly.frag.glsl
new file mode 100644
index 00000000..f99b5ab8
--- /dev/null
+++ b/assets/shaders/Fly.frag.glsl
@@ -0,0 +1,23 @@
1#ifdef GL_ES
2precision highp float;
3#endif
4
5uniform vec2 u_resolution;
6uniform float u_time;
7uniform sampler2D u_tex0;
8
9void main(void)
10{
11 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
12 vec2 uv;
13
14 float an = u_time*.25;
15
16 float x = p.x*cos(an)-p.y*sin(an);
17 float y = p.x*sin(an)+p.y*cos(an);
18
19 uv.x = .25*x/abs(y);
20 uv.y = .20*u_time + .25/abs(y);
21
22 gl_FragColor = vec4(texture2D(u_tex0,uv).xyz * y*y, 1.0);
23}
diff --git a/assets/shaders/ReliefTunnel.frag.glsl b/assets/shaders/ReliefTunnel.frag.glsl
new file mode 100644
index 00000000..cee707db
--- /dev/null
+++ b/assets/shaders/ReliefTunnel.frag.glsl
@@ -0,0 +1,35 @@
1#ifdef GL_ES
2precision highp float;
3#endif
4
5uniform vec2 u_resolution;
6uniform float u_time;
7uniform sampler2D u_tex0;
8
9void main(void)
10{
11 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
12 vec2 uv;
13
14 float r = sqrt( dot(p,p) );
15 float a = atan(p.y,p.x) + 0.5*sin(0.5*r-0.5*u_time);
16
17 float s = 0.5 + 0.5*cos(7.0*a);
18 s = smoothstep(0.0,1.0,s);
19 s = smoothstep(0.0,1.0,s);
20 s = smoothstep(0.0,1.0,s);
21 s = smoothstep(0.0,1.0,s);
22
23 uv.x = u_time + 1.0/( r + .2*s);
24 uv.y = 3.0*a/3.1416;
25
26 float w = (0.5 + 0.5*s)*r*r;
27
28 vec3 col = texture2D(u_tex0,uv).xyz;
29
30 float ao = 0.5 + 0.5*cos(7.0*a);
31 ao = smoothstep(0.0,0.4,ao)-smoothstep(0.4,0.7,ao);
32 ao = 1.0-0.5*ao*r;
33
34 gl_FragColor = vec4(col*w*ao,1.0);
35}
diff --git a/assets/shaders/SquareTunnel.frag.glsl b/assets/shaders/SquareTunnel.frag.glsl
new file mode 100644
index 00000000..51ef7b7c
--- /dev/null
+++ b/assets/shaders/SquareTunnel.frag.glsl
@@ -0,0 +1,21 @@
1#ifdef GL_ES
2precision highp float;
3#endif
4
5uniform vec2 u_resolution;
6uniform float u_time;
7uniform sampler2D u_tex0;
8
9void main(void)
10{
11 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
12 vec2 uv;
13
14 float r = pow( pow(p.x*p.x,16.0) + pow(p.y*p.y,16.0), 1.0/32.0 );
15 uv.x = .5*u_time + 0.5/r;
16 uv.y = 1.0*atan(p.y,p.x)/3.1416;
17
18 vec3 col = texture2D(u_tex0,uv).xyz;
19
20 gl_FragColor = vec4(col*r*r*r,1.0);
21}
diff --git a/assets/shaders/Star.frag.glsl b/assets/shaders/Star.frag.glsl
new file mode 100644
index 00000000..f63fe605
--- /dev/null
+++ b/assets/shaders/Star.frag.glsl
@@ -0,0 +1,28 @@
1#ifdef GL_ES
2precision highp float;
3#endif
4
5uniform float u_time;
6uniform vec2 u_resolution;
7uniform sampler2D u_tex0;
8
9void main(void)
10{
11 vec2 uv;
12
13 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
14 float a = atan(p.y,p.x);
15 float r = sqrt(dot(p,p));
16 float s = r * (1.0+0.8*cos(u_time*1.0));
17
18 uv.x = .02*p.y+.03*cos(-u_time+a*3.0)/s;
19 uv.y = .1*u_time +.02*p.x+.03*sin(-u_time+a*3.0)/s;
20
21 float w = .9 + pow(max(1.5-r,0.0),4.0);
22
23 w*=0.6+0.4*cos(u_time+3.0*a);
24
25 vec3 col = texture2D(u_tex0,uv).xyz;
26
27 gl_FragColor = vec4(col*w,1.0);
28} \ No newline at end of file
diff --git a/assets/shaders/Water.frag.glsl b/assets/shaders/Water.frag.glsl
new file mode 100644
index 00000000..5b71a658
--- /dev/null
+++ b/assets/shaders/Water.frag.glsl
@@ -0,0 +1,55 @@
1#ifdef GL_ES
2precision highp float;
3#endif
4
5uniform sampler2D u_tex0;
6uniform float u_time;
7uniform vec2 u_resolution;
8
9const float speedx = 1./ 0.1;
10const float speedy = 1./ .01;
11const float speedr = 1./ 0.01;
12const float delta = 20.;
13const float intence = 10.;
14const int dif = 7;
15
16float col(vec2 coord)
17{
18 float delta_theta = 3.1415926535897932 / float(dif);
19 float col = 0.;
20 float theta = 0.;
21 theta = u_time/200.;
22
23 coord.x += u_time/speedx;
24 coord.y += u_time/speedy;
25 for (int i = 0; i < dif; i++)
26 {
27 coord.x += u_time/speedr;
28 theta = theta + delta_theta;
29 col = col + cos( (coord.x*cos(theta) - coord.y*sin(theta))*20. );
30 }
31
32 return cos(col);
33}
34
35void main(void)
36{
37 vec2 p = (gl_FragCoord.xy) / u_resolution.xy;
38
39 vec2 c1 = p;
40 vec2 c2 = p;
41
42 c2.x = c2.x+u_resolution.x/delta;
43 float dx = (col(c1)-col(c2))/delta;
44
45 c2 = p;
46 c2.y = c2.y + u_resolution.y/delta;
47 float dy = (col(c1)-col(c2))/delta;
48
49 c1.x = c1.x+dx;
50 c1.y = -(c1.y+dy);
51
52 float alpha = 1.+dot(dx,dy)*intence;
53 if (alpha < 0.7) alpha = 0.7;
54 gl_FragColor = texture2D(u_tex0,c1)*(alpha);
55}
diff --git a/assets/shaders/ZInvert.frag.glsl b/assets/shaders/ZInvert.frag.glsl
new file mode 100644
index 00000000..b1fd1748
--- /dev/null
+++ b/assets/shaders/ZInvert.frag.glsl
@@ -0,0 +1,23 @@
1#ifdef GL_ES
2precision highp float;
3#endif
4
5uniform vec2 u_resolution;
6uniform float u_time;
7uniform sampler2D u_tex0;
8
9void main(void)
10{
11 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
12 vec2 uv;
13
14 float a = atan(p.y,p.x);
15 float r = sqrt(dot(p,p));
16
17