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authorEric Guzman2012-02-13 10:29:49 -0800
committerEric Guzman2012-02-13 10:29:49 -0800
commite4893f7d3c3b9bd7967973197c3ffb5d3a075c91 (patch)
treef3d4fd9d96ba0dcf846fbf66153fb443bd60f767 /assets/shaders
parentef032412216d437ce1c7dfc9050ab41adf0594c0 (diff)
parente142611e22718b1f1d1696902ad9161ec5f33f98 (diff)
downloadninja-e4893f7d3c3b9bd7967973197c3ffb5d3a075c91.tar.gz
Merge branch 'refs/heads/master' into TreeComponents
Diffstat (limited to 'assets/shaders')
-rw-r--r--assets/shaders/Basic.frag.glsl17
-rw-r--r--assets/shaders/Basic.vert.glsl2
-rw-r--r--assets/shaders/radialGradient.frag.glsl51
-rw-r--r--assets/shaders/radialGradient.vert.glsl28
-rw-r--r--assets/shaders/test_fshader.glsl25
5 files changed, 109 insertions, 14 deletions
diff --git a/assets/shaders/Basic.frag.glsl b/assets/shaders/Basic.frag.glsl
new file mode 100644
index 00000000..a2c21afa
--- /dev/null
+++ b/assets/shaders/Basic.frag.glsl
@@ -0,0 +1,17 @@
1/* <copyright>
2This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
3No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
4(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
5</copyright> */
6
7
8#ifdef GL_ES
9precision highp float;
10#endif
11
12
13uniform vec4 color;
14
15void main() {
16 gl_FragColor = color;
17}
diff --git a/assets/shaders/Basic.vert.glsl b/assets/shaders/Basic.vert.glsl
index 028786d1..0d5b8d63 100644
--- a/assets/shaders/Basic.vert.glsl
+++ b/assets/shaders/Basic.vert.glsl
@@ -12,7 +12,7 @@ precision highp float;
12 12
13// attributes 13// attributes
14attribute vec3 a_pos; 14attribute vec3 a_pos;
15 15attribute vec2 texcoord;
16 16
17 17
18// matrix uniforms 18// matrix uniforms
diff --git a/assets/shaders/radialGradient.frag.glsl b/assets/shaders/radialGradient.frag.glsl
new file mode 100644
index 00000000..cd751750
--- /dev/null
+++ b/assets/shaders/radialGradient.frag.glsl
@@ -0,0 +1,51 @@
1/* <copyright>
2This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
3No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
4(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
5</copyright> */
6
7#ifdef GL_ES
8precision highp float;
9#endif
10
11uniform vec4 u_color1;
12uniform vec4 u_color2;
13uniform vec4 u_color3;
14uniform vec4 u_color4;
15uniform float u_colorStop1;
16uniform float u_colorStop2;
17uniform float u_colorStop3;
18uniform float u_colorStop4;
19uniform vec2 u_cos_sin_angle;
20//uniform int u_colorCount; // currently using all 4
21
22varying vec2 v_uv;
23
24void main(void)
25{
26 vec2 pt = vec2( v_uv.x - 0.5, v_uv.y - 0.5);
27 float t = sqrt( dot(pt, pt) );
28
29 vec4 color;
30 if (t < u_colorStop1)
31 color = u_color1;
32 else if (t < u_colorStop2)
33 {
34 float tLocal = (t - u_colorStop1)/(u_colorStop2 - u_colorStop1);
35 color = mix(u_color1,u_color2,tLocal);
36 }
37 else if (t < u_colorStop3)
38 {
39 float tLocal = (t - u_colorStop2)/(u_colorStop3 - u_colorStop2);
40 color = mix(u_color2,u_color3,tLocal);
41 }
42 else if (t < u_colorStop4)
43 {
44 float tLocal = (t - u_colorStop3)/(u_colorStop4 - u_colorStop3);
45 color = mix(u_color3,u_color4,tLocal);
46 }
47 else
48 color = u_color4;
49
50 gl_FragColor = color;
51}
diff --git a/assets/shaders/radialGradient.vert.glsl b/assets/shaders/radialGradient.vert.glsl
new file mode 100644
index 00000000..c3e1b50a
--- /dev/null
+++ b/assets/shaders/radialGradient.vert.glsl
@@ -0,0 +1,28 @@
1/* <copyright>
2This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
3No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
4(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
5</copyright> */
6
7
8#ifdef GL_ES
9precision highp float;
10#endif
11
12
13// attributes
14attribute vec3 vert;
15attribute vec3 normal;
16attribute vec2 texcoord;
17
18// matrix uniforms
19uniform mat4 u_mvMatrix;
20uniform mat4 u_projMatrix;
21
22varying vec2 v_uv;
23
24void main(void)
25{
26 gl_Position = u_projMatrix * u_mvMatrix * vec4(vert,1.0) ;
27 v_uv = texcoord;
28} \ No newline at end of file
diff --git a/assets/shaders/test_fshader.glsl b/assets/shaders/test_fshader.glsl
index 3a0af39f..629d1878 100644
--- a/assets/shaders/test_fshader.glsl
+++ b/assets/shaders/test_fshader.glsl
@@ -4,7 +4,6 @@ No rights, expressed or implied, whatsoever to this software are provided by Mot
4(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. 4(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
5</copyright> */ 5</copyright> */
6 6
7
8#ifdef GL_ES 7#ifdef GL_ES
9precision highp float; 8precision highp float;
10#endif 9#endif
@@ -15,18 +14,18 @@ uniform vec4 u_light0Diff;
15uniform vec4 u_light0Amb; 14uniform vec4 u_light0Amb;
16 15
17// diffuse map 16// diffuse map
18uniform sampler2D colMap; 17uniform sampler2D u_colMap;
19 18
20// environment map 19// environment map
21uniform sampler2D envMap; 20uniform sampler2D envMap;
22 21
23// normal map 22// normal map
24uniform sampler2D normalMap; 23uniform sampler2D u_normalMap;
25 24
26// glow map 25// specular map
27uniform sampler2D glowMap; 26uniform sampler2D u_glowMap;
28 27
29// glow map 28// depth map
30uniform sampler2D depthMap; 29uniform sampler2D depthMap;
31 30
32//material uniforms 31//material uniforms
@@ -45,7 +44,7 @@ varying vec4 vShadowCoord;
45varying vec2 vEnvTexCoord; 44varying vec2 vEnvTexCoord;
46varying float vDiffuseIntensity; 45varying float vDiffuseIntensity;
47 46
48#ifdef PC 47#if defined( PC )
49 48
50void main() 49void main()
51{ 50{
@@ -57,14 +56,14 @@ void main()
57 56
58 vec4 colMapTexel = vec4(0); 57 vec4 colMapTexel = vec4(0);
59 if (u_renderGlow <= 0.5) { 58 if (u_renderGlow <= 0.5) {
60 colMapTexel = vec4(texture2D(colMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0); 59 colMapTexel = vec4(texture2D(u_colMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0);
61 } else { 60 } else {
62 colMapTexel = vec4(texture2D(glowMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0); 61 colMapTexel = vec4(texture2D(u_glowMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0);
63 } 62 }
64 63
65 // normal mapping 64 // normal mapping
66 vec3 normal = normalize(vNormal.xyz); 65 vec3 normal = normalize(vNormal.xyz);
67 vec3 mapNormal = texture2D(normalMap, vec2(vNormal.w, vECPos.w)).xyz * 2.0 - 1.0; 66 vec3 mapNormal = texture2D(u_normalMap, vec2(vNormal.w, vECPos.w)).xyz * 2.0 - 1.0;
68 mapNormal = normalize(mapNormal.x*vec3(normal.z, 0.0, -normal.x) + vec3(0.0, mapNormal.y, 0.0) + mapNormal.z*normal); 67 mapNormal = normalize(mapNormal.x*vec3(normal.z, 0.0, -normal.x) + vec3(0.0, mapNormal.y, 0.0) + mapNormal.z*normal);
69 68
70 // create envmap coordinates 69 // create envmap coordinates
@@ -108,15 +107,15 @@ void main()
108 107
109#endif 108#endif
110 109
111#ifdef DEVICE 110#if defined( DEVICE )
112 111
113void main() 112void main()
114{ 113{
115 vec4 colMapTexel = vec4(texture2D(colMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0); 114 vec4 colMapTexel = vec4(texture2D(u_colMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0);
116 115
117// // normal mapping 116// // normal mapping
118 vec3 normal = normalize(vNormal.xyz); 117 vec3 normal = normalize(vNormal.xyz);
119// vec3 mapNormal = texture2D(normalMap, vec2(vNormal.w, vECPos.w)).xyz * 2.0 - 1.0; 118// vec3 mapNormal = texture2D(u_normalMap, vec2(vNormal.w, vECPos.w)).xyz * 2.0 - 1.0;
120// mapNormal = normalize(mapNormal.x*vec3(normal.z, 0.0, -normal.x) + vec3(0.0, mapNormal.y, 0.0) + mapNormal.z*normal); 119// mapNormal = normalize(mapNormal.x*vec3(normal.z, 0.0, -normal.x) + vec3(0.0, mapNormal.y, 0.0) + mapNormal.z*normal);
121// 120//
122// // create envmap coordinates 121// // create envmap coordinates