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-rw-r--r--assets/canvas-runtime.js1
-rw-r--r--assets/descriptor.json4
-rw-r--r--assets/images/paris.pngbin0 -> 4108 bytes
-rw-r--r--assets/images/powderblue.pngbin0 -> 176 bytes
-rw-r--r--assets/images/raiders.pngbin0 -> 5674 bytes
-rw-r--r--assets/shaders/Paris.frag.glsl68
-rw-r--r--js/io/system/ninjalibrary.json2
-rwxr-xr-xjs/lib/geom/geom-obj.js2
-rw-r--r--js/lib/rdge/materials/radial-blur-material.js2
-rw-r--r--js/lib/rdge/materials/water-material.js84
-rwxr-xr-xjs/models/materials-model.js5
11 files changed, 162 insertions, 6 deletions
diff --git a/assets/canvas-runtime.js b/assets/canvas-runtime.js
index 7f2dc8ab..dd909e26 100644
--- a/assets/canvas-runtime.js
+++ b/assets/canvas-runtime.js
@@ -526,6 +526,7 @@ function RuntimeGeomObj()
526 526
527 case "deform": 527 case "deform":
528 case "water": 528 case "water":
529 case "paris":
529 case "tunnel": 530 case "tunnel":
530 case "reliefTunnel": 531 case "reliefTunnel":
531 case "squareTunnel": 532 case "squareTunnel":
diff --git a/assets/descriptor.json b/assets/descriptor.json
index af0520dd..85fbc996 100644
--- a/assets/descriptor.json
+++ b/assets/descriptor.json
@@ -21,6 +21,9 @@
21 "images/cubelight.png", 21 "images/cubelight.png",
22 "images/random_normal.png", 22 "images/random_normal.png",
23 "images/white.png", 23 "images/white.png",
24 "images/paris.png",
25 "images/powderblue.png",
26 "images/raiders.png",
24 "shaders/Basic.frag.glsl", 27 "shaders/Basic.frag.glsl",
25 "shaders/TwistVert.vert.glsl", 28 "shaders/TwistVert.vert.glsl",
26 "shaders/Basic.vert.glsl", 29 "shaders/Basic.vert.glsl",
@@ -36,6 +39,7 @@
36 "shaders/Keleidoscope.frag.glsl", 39 "shaders/Keleidoscope.frag.glsl",
37 "shaders/plasma.frag.glsl", 40 "shaders/plasma.frag.glsl",
38 "shaders/Mandel.frag.glsl", 41 "shaders/Mandel.frag.glsl",
42 "shaders/Paris.frag.glsl",
39 "shaders/plasma.vert.glsl", 43 "shaders/plasma.vert.glsl",
40 "shaders/Pulse.frag.glsl", 44 "shaders/Pulse.frag.glsl",
41 "shaders/radialBlur.frag.glsl", 45 "shaders/radialBlur.frag.glsl",
diff --git a/assets/images/paris.png b/assets/images/paris.png
new file mode 100644
index 00000000..b7ef6c7b
--- /dev/null
+++ b/assets/images/paris.png
Binary files differ
diff --git a/assets/images/powderblue.png b/assets/images/powderblue.png
new file mode 100644
index 00000000..a4ef33b4
--- /dev/null
+++ b/assets/images/powderblue.png
Binary files differ
diff --git a/assets/images/raiders.png b/assets/images/raiders.png
new file mode 100644
index 00000000..64c39c89
--- /dev/null
+++ b/assets/images/raiders.png
Binary files differ
diff --git a/assets/shaders/Paris.frag.glsl b/assets/shaders/Paris.frag.glsl
new file mode 100644
index 00000000..690b1453
--- /dev/null
+++ b/assets/shaders/Paris.frag.glsl
@@ -0,0 +1,68 @@
1#ifdef GL_ES
2precision highp float;
3#endif
4
5uniform sampler2D u_tex0;
6uniform float u_time;
7uniform vec2 u_resolution;
8const float PI = 3.1415926535897932;
9
10//speed
11
12const float speed = 0.1;
13const float speed_x = 0.075;
14const float speed_y = 0.000;
15
16// geometry
17const float intensity = 1.5;
18const int steps = 8;
19//const float frequency = 4.0;
20const float frequency = 2.0;
21const int angle = 7; // better when a prime
22
23// reflection and emboss
24const float delta = 20.;
25const float intence = 400.;
26const float emboss = 0.3;
27
28//---------- crystals effect
29
30 float col(vec2 coord)
31 {
32 float delta_theta = 2.0 * PI / float(angle);
33 float col = 0.0;
34 float theta = 0.0;
35 for (int i = 0; i < steps; i++)
36 {
37 vec2 adjc = coord;
38 theta = delta_theta*float(i);
39 adjc.x += cos(theta)*u_time*speed + u_time * speed_x;
40 adjc.y -= sin(theta)*u_time*speed - u_time * speed_y;
41 col = col + cos( (adjc.x*cos(theta) - adjc.y*sin(theta))*frequency)*intensity;
42 }
43
44 return cos(col);
45 }
46
47//---------- main
48
49void main(void)
50{
51vec2 p = (gl_FragCoord.xy) / u_resolution.xy, c1 = p, c2 = p;
52float cc1 = col(c1);
53
54c2.x += u_resolution.x/delta;
55float dx = emboss*(cc1-col(c2))/delta;
56
57c2.x = p.x;
58c2.y += u_resolution.y/delta;
59float dy = emboss*(cc1-col(c2))/delta;
60
61c1.x += dx;
62c1.y = -(c1.y+dy);
63
64float alpha = 1.+dot(dx,dy)*intence;
65gl_FragColor = texture2D(u_tex0,c1)*(alpha);
66// gl_FragColor = vec4(col(p),0,0,1);
67
68}
diff --git a/js/io/system/ninjalibrary.json b/js/io/system/ninjalibrary.json
index 00ee7ed2..a863a135 100644
--- a/js/io/system/ninjalibrary.json
+++ b/js/io/system/ninjalibrary.json
@@ -1,6 +1,6 @@
1{ 1{
2 "libraries": [ 2 "libraries": [
3 {"name": "Montage", "path": "/node_modules/descriptor.json", "version": "0.6.0.0"}, 3 {"name": "Montage", "path": "/node_modules/descriptor.json", "version": "0.6.0.0"},
4 {"name": "RDGE", "path": "/assets/descriptor.json", "version": "0.5.1.0"} 4 {"name": "RDGE", "path": "/assets/descriptor.json", "version": "0.5.1.2"}
5 ] 5 ]
6} \ No newline at end of file 6} \ No newline at end of file
diff --git a/js/lib/geom/geom-obj.js b/js/lib/geom/geom-obj.js
index 75b7808b..dbef4859 100755
--- a/js/lib/geom/geom-obj.js
+++ b/js/lib/geom/geom-obj.js
@@ -301,6 +301,7 @@ var GeomObj = function GLGeomObj() {
301 case "plasma": 301 case "plasma":
302 case "deform": 302 case "deform":
303 case "water": 303 case "water":
304 case "paris":
304 case "tunnel": 305 case "tunnel":
305 case "reliefTunnel": 306 case "reliefTunnel":
306 case "squareTunnel": 307 case "squareTunnel":
@@ -373,6 +374,7 @@ var GeomObj = function GLGeomObj() {
373 case "plasma": 374 case "plasma":
374 case "deform": 375 case "deform":
375 case "water": 376 case "water":
377 case "paris":
376 case "tunnel": 378 case "tunnel":
377 case "reliefTunnel": 379 case "reliefTunnel":
378 case "squareTunnel": 380 case "squareTunnel":
diff --git a/js/lib/rdge/materials/radial-blur-material.js b/js/lib/rdge/materials/radial-blur-material.js
index 91eebcff..f4a4baa2 100644
--- a/js/lib/rdge/materials/radial-blur-material.js
+++ b/js/lib/rdge/materials/radial-blur-material.js
@@ -275,7 +275,6 @@ var radialBlurMaterialDef =
275}; 275};
276 276
277 277
278/*
279var RaidersMaterial = function RaidersMaterial() 278var RaidersMaterial = function RaidersMaterial()
280{ 279{
281 // initialize the inherited members 280 // initialize the inherited members
@@ -295,7 +294,6 @@ if (typeof exports === "object")
295{ 294{
296 exports.RaidersMaterial = RaidersMaterial; 295 exports.RaidersMaterial = RaidersMaterial;
297} 296}
298*/
299 297
300 298
301RadialBlurMaterial.prototype = new Material(); 299RadialBlurMaterial.prototype = new Material();
diff --git a/js/lib/rdge/materials/water-material.js b/js/lib/rdge/materials/water-material.js
index 565055a1..b7413f55 100644
--- a/js/lib/rdge/materials/water-material.js
+++ b/js/lib/rdge/materials/water-material.js
@@ -117,7 +117,6 @@ var waterMaterialDef =
117 } 117 }
118}; 118};
119 119
120/*
121var ParisMaterial = function ParisMaterial() 120var ParisMaterial = function ParisMaterial()
122{ 121{
123 // initialize the inherited members 122 // initialize the inherited members
@@ -125,19 +124,98 @@ var ParisMaterial = function ParisMaterial()
125 this.inheritedFrom(); 124 this.inheritedFrom();
126 125
127 this._name = "ParisMaterial"; 126 this._name = "ParisMaterial";
128 this._shaderName = "water"; 127 this._shaderName = "paris";
129 128
130 this._texMap = 'assets/images/paris.png'; 129 this._texMap = 'assets/images/paris.png';
131 this._propValues[ this._propNames[0] ] = this._texMap.slice(0); 130 this._propValues[ this._propNames[0] ] = this._texMap.slice(0);
132 131
133 this._diffuseColor = [0.5, 0.5, 0.5, 0.5]; 132 this._diffuseColor = [0.5, 0.5, 0.5, 0.5];
134 this._propValues[ this._propNames[1] ] = this._diffuseColor.slice(); 133 this._propValues[ this._propNames[1] ] = this._diffuseColor.slice();
134
135 // duplcate method requirde
136 this.dup = function( world ) {
137 // allocate a new uber material
138 var newMat = new ParisMaterial();
139
140 // copy over the current values;
141 var propNames = [], propValues = [], propTypes = [], propLabels = [];
142 this.getAllProperties( propNames, propValues, propTypes, propLabels);
143 var n = propNames.length;
144 for (var i=0; i<n; i++)
145 newMat.setProperty( propNames[i], propValues[i] );
146
147 return newMat;
148 };
149
150 this.init = function( world ) {
151 // save the world
152 if (world) this.setWorld( world );
153
154 // set up the shader
155 this._shader = new jshader();
156 this._shader.def = parisMaterialDef;
157 this._shader.init();
158
159 // set up the material node
160 this._materialNode = createMaterialNode("parisMaterial" + "_" + world.generateUniqueNodeID());
161 this._materialNode.setShader(this._shader);
162
163 this._time = 0;