diff options
author | hwc487 | 2012-06-28 11:44:15 -0700 |
---|---|---|
committer | hwc487 | 2012-06-28 11:44:15 -0700 |
commit | 22cbc9644b79df60b3f6336f9563debd47fb3ea1 (patch) | |
tree | f32687a920a039e0f048fab74627e0dc4ad6a8f1 /assets/shaders | |
parent | 2ebf3e3ea24d0d580575dfa13d31588dac1de445 (diff) | |
download | ninja-22cbc9644b79df60b3f6336f9563debd47fb3ea1.tar.gz |
Added capability to split a mesh into multiiple parts to avoid buffer overflow situations.
Diffstat (limited to 'assets/shaders')
-rw-r--r-- | assets/shaders/Flag.vert.glsl | 3 | ||||
-rw-r--r-- | assets/shaders/Pulse.frag.glsl | 1 | ||||
-rwxr-xr-x | assets/shaders/test_fshader_full.glsl | 2 |
3 files changed, 4 insertions, 2 deletions
diff --git a/assets/shaders/Flag.vert.glsl b/assets/shaders/Flag.vert.glsl index 1c842cb0..8ba00922 100644 --- a/assets/shaders/Flag.vert.glsl +++ b/assets/shaders/Flag.vert.glsl | |||
@@ -35,7 +35,8 @@ void main() | |||
35 | const float pi = 3.14159; | 35 | const float pi = 3.14159; |
36 | float angle = time; | 36 | float angle = time; |
37 | 37 | ||
38 | v_uv = texcoord; | 38 | v_uv.x = texcoord.x; |
39 | v_uv.y = texcoord.y; | ||
39 | 40 | ||
40 | float x = 2.0*pi*texcoord.x/u_waveWidth; | 41 | float x = 2.0*pi*texcoord.x/u_waveWidth; |
41 | float y = 2.0*pi*texcoord.y; | 42 | float y = 2.0*pi*texcoord.y; |
diff --git a/assets/shaders/Pulse.frag.glsl b/assets/shaders/Pulse.frag.glsl index 9aeb05c9..b717d359 100644 --- a/assets/shaders/Pulse.frag.glsl +++ b/assets/shaders/Pulse.frag.glsl | |||
@@ -22,6 +22,7 @@ void main(void) | |||
22 | float cLength = length(cPos); | 22 | float cLength = length(cPos); |
23 | 23 | ||
24 | vec2 uv = gl_FragCoord.xy/u_resolution.xy+(cPos/cLength)*sin(cLength/30.0-time*10.0)/25.0; | 24 | vec2 uv = gl_FragCoord.xy/u_resolution.xy+(cPos/cLength)*sin(cLength/30.0-time*10.0)/25.0; |
25 | uv.y = 1.0 - uv.y; | ||
25 | vec3 col = texture2D(u_tex0,uv).xyz*50.0/cLength; | 26 | vec3 col = texture2D(u_tex0,uv).xyz*50.0/cLength; |
26 | 27 | ||
27 | gl_FragColor = vec4(col,1.0); | 28 | gl_FragColor = vec4(col,1.0); |
diff --git a/assets/shaders/test_fshader_full.glsl b/assets/shaders/test_fshader_full.glsl index ef721b39..0ea3cf1b 100755 --- a/assets/shaders/test_fshader_full.glsl +++ b/assets/shaders/test_fshader_full.glsl | |||
@@ -38,7 +38,7 @@ varying vec3 vEyePos; | |||
38 | 38 | ||
39 | void main() | 39 | void main() |
40 | { | 40 | { |
41 | vec4 colMapTexel = vec4(texture2D(colMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0); | 41 | vec4 colMapTexel = vec4(texture2D(colMap, vec2(vNormal.w, 1.0 - vECPos.w)).rgb, 1.0); |
42 | 42 | ||
43 | // normal mapping | 43 | // normal mapping |
44 | vec3 normal = normalize(vNormal.xyz); | 44 | vec3 normal = normalize(vNormal.xyz); |