diff options
Diffstat (limited to 'assets/shaders')
-rwxr-xr-x | assets/shaders/Basic.vert.glsl | 3 | ||||
-rw-r--r-- | assets/shaders/BasicTex.frag.glsl | 19 | ||||
-rw-r--r-- | assets/shaders/Cloud.frag.glsl | 23 | ||||
-rw-r--r-- | assets/shaders/Cloud.vert.glsl | 51 | ||||
-rw-r--r-- | assets/shaders/Flag.frag.glsl | 20 | ||||
-rw-r--r-- | assets/shaders/Flag.vert.glsl | 32 | ||||
-rw-r--r-- | assets/shaders/Pulse.frag.glsl | 12 | ||||
-rw-r--r-- | assets/shaders/TwistVert.frag.glsl | 1 | ||||
-rw-r--r-- | assets/shaders/TwistVert.vert.glsl | 11 | ||||
-rw-r--r-- | assets/shaders/Water2.frag.glsl | 30 | ||||
-rw-r--r-- | assets/shaders/plasma.frag.glsl | 16 | ||||
-rwxr-xr-x | assets/shaders/test_fshader.glsl | 2 |
12 files changed, 181 insertions, 39 deletions
diff --git a/assets/shaders/Basic.vert.glsl b/assets/shaders/Basic.vert.glsl index 0d5b8d63..f96f8322 100755 --- a/assets/shaders/Basic.vert.glsl +++ b/assets/shaders/Basic.vert.glsl | |||
@@ -14,6 +14,8 @@ precision highp float; | |||
14 | attribute vec3 a_pos; | 14 | attribute vec3 a_pos; |
15 | attribute vec2 texcoord; | 15 | attribute vec2 texcoord; |
16 | 16 | ||
17 | // varying | ||
18 | varying vec2 v_texCoord0; | ||
17 | 19 | ||
18 | // matrix uniforms | 20 | // matrix uniforms |
19 | uniform mat4 u_mvMatrix; | 21 | uniform mat4 u_mvMatrix; |
@@ -22,5 +24,6 @@ uniform mat4 u_worldMatrix; | |||
22 | 24 | ||
23 | void main(void) | 25 | void main(void) |
24 | { | 26 | { |
27 | v_texCoord0 = texcoord; | ||
25 | gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0) ; | 28 | gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0) ; |
26 | } \ No newline at end of file | 29 | } \ No newline at end of file |
diff --git a/assets/shaders/BasicTex.frag.glsl b/assets/shaders/BasicTex.frag.glsl new file mode 100644 index 00000000..a716e77d --- /dev/null +++ b/assets/shaders/BasicTex.frag.glsl | |||
@@ -0,0 +1,19 @@ | |||
1 | /* <copyright> | ||
2 | This file contains proprietary software owned by Motorola Mobility, Inc.<br/> | ||
3 | No 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 | ||
9 | precision highp float; | ||
10 | #endif | ||
11 | |||
12 | uniform sampler2D u_tex0; | ||
13 | |||
14 | varying vec2 v_texCoord0; | ||
15 | |||
16 | |||
17 | void main() { | ||
18 | gl_FragColor = texture2D(u_tex0, v_texCoord0); | ||
19 | } | ||
diff --git a/assets/shaders/Cloud.frag.glsl b/assets/shaders/Cloud.frag.glsl new file mode 100644 index 00000000..cd70d1a0 --- /dev/null +++ b/assets/shaders/Cloud.frag.glsl | |||
@@ -0,0 +1,23 @@ | |||
1 | /* <copyright> | ||
2 | This file contains proprietary software owned by Motorola Mobility, Inc.<br/> | ||
3 | No 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 | ||
9 | precision highp float; | ||
10 | #endif | ||
11 | |||
12 | uniform sampler2D u_tex0; | ||
13 | uniform float u_surfaceAlpha; | ||
14 | |||
15 | varying vec2 v_texCoord0; | ||
16 | |||
17 | |||
18 | void main() | ||
19 | { | ||
20 | vec4 c = texture2D(u_tex0, v_texCoord0); | ||
21 | gl_FragColor = c; | ||
22 | } | ||
23 | \ No newline at end of file | ||
diff --git a/assets/shaders/Cloud.vert.glsl b/assets/shaders/Cloud.vert.glsl new file mode 100644 index 00000000..acd581fc --- /dev/null +++ b/assets/shaders/Cloud.vert.glsl | |||
@@ -0,0 +1,51 @@ | |||
1 | /* <copyright> | ||
2 | This file contains proprietary software owned by Motorola Mobility, Inc.<br/> | ||
3 | No 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 | ||
9 | precision highp float; | ||
10 | #endif | ||
11 | |||
12 | // attributes | ||
13 | attribute vec3 a_pos; | ||
14 | attribute vec2 texcoord; | ||
15 | |||
16 | // uniforms | ||
17 | uniform float u_time; | ||
18 | uniform float u_zmin; | ||
19 | uniform float u_zmax; | ||
20 | uniform float u_surfaceAlpha; | ||
21 | |||
22 | // matrix uniforms | ||
23 | uniform mat4 u_mvMatrix; | ||
24 | uniform mat4 u_projMatrix; | ||
25 | |||
26 | // varying | ||
27 | varying vec2 v_texCoord0; | ||
28 | |||
29 | // constants | ||
30 | const float zSpeed = 10.0; | ||
31 | |||
32 | |||
33 | void main() | ||
34 | { | ||
35 | // Transform position | ||
36 | vec4 pos = vec4(a_pos,1); | ||
37 | |||
38 | float dz = u_time*zSpeed; | ||
39 | float n = floor( dz/(u_zmax-u_zmin) ); | ||
40 | dz -= n*(u_zmax - u_zmin); | ||
41 | float z = pos.z + dz; | ||
42 | if (z > u_zmax) | ||
43 | { | ||
44 | z = u_zmin + (z - u_zmax); | ||
45 | } | ||
46 | pos.z = z; | ||
47 | |||
48 | gl_Position = u_projMatrix * u_mvMatrix * pos; | ||
49 | |||
50 | v_texCoord0 = texcoord; | ||
51 | } \ No newline at end of file | ||
diff --git a/assets/shaders/Flag.frag.glsl b/assets/shaders/Flag.frag.glsl new file mode 100644 index 00000000..b05b4888 --- /dev/null +++ b/assets/shaders/Flag.frag.glsl | |||
@@ -0,0 +1,20 @@ | |||
1 | /* <copyright> | ||
2 | This file contains proprietary software owned by Motorola Mobility, Inc.<br/> | ||
3 | No 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 | ||
9 | precision highp float; | ||
10 | #endif | ||
11 | |||
12 | uniform sampler2D u_tex0; | ||
13 | |||
14 | varying vec2 v_uv; | ||
15 | |||
16 | void main(void) | ||
17 | { | ||
18 | vec3 col = texture2D(u_tex0, v_uv).xyz; | ||
19 | gl_FragColor = vec4(col,1.0); | ||
20 | } \ No newline at end of file | ||
diff --git a/assets/shaders/Flag.vert.glsl b/assets/shaders/Flag.vert.glsl index 7dc932a7..1c842cb0 100644 --- a/assets/shaders/Flag.vert.glsl +++ b/assets/shaders/Flag.vert.glsl | |||
@@ -16,20 +16,36 @@ attribute vec2 texcoord; | |||
16 | 16 | ||
17 | // scalar uniforms | 17 | // scalar uniforms |
18 | uniform float u_time; | 18 | uniform float u_time; |
19 | uniform float u_speed; | ||
20 | uniform float u_waveWidth; | ||
21 | uniform float u_waveHeight; | ||
19 | 22 | ||
20 | // matrix uniforms | 23 | // matrix uniforms |
21 | uniform mat4 u_mvMatrix; | 24 | uniform mat4 u_mvMatrix; |
22 | uniform mat4 u_projMatrix; | 25 | uniform mat4 u_projMatrix; |
23 | uniform mat4 u_worldMatrix; | 26 | uniform mat4 u_worldMatrix; |
24 | 27 | ||
25 | void main() | 28 | // varying variables |
26 | { | 29 | varying vec2 v_uv; |
27 | float angle = (u_time%360)*2; | ||
28 | 30 | ||
29 | a_pos.z = sin( a_pos.x + angle); | ||
30 | a_pos.z += sin( a_pos.y/2 + angle); | ||
31 | a_pos.z *= a_pos.x * 0.09; | ||
32 | gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0) ; | ||
33 | 31 | ||
34 | gl_FragColor = v_color; | 32 | void main() |
33 | { | ||
34 | float time = u_time * u_speed; | ||
35 | const float pi = 3.14159; | ||
36 | float angle = time; | ||
37 | |||
38 | v_uv = texcoord; | ||
39 | |||
40 | float x = 2.0*pi*texcoord.x/u_waveWidth; | ||
41 | float y = 2.0*pi*texcoord.y; | ||
42 | |||
43 | vec3 v = a_pos; | ||
44 | v.z = sin( x + angle ); | ||
45 | v.z += sin( 0.2*y + angle); | ||
46 | v.z *= u_waveHeight; | ||
47 | v.z -= 2.0*u_waveHeight; | ||
48 | v.z *= x * 0.09; | ||
49 | |||
50 | gl_Position = u_projMatrix * u_mvMatrix * vec4(v,1.0) ; | ||
35 | } | 51 | } |
diff --git a/assets/shaders/Pulse.frag.glsl b/assets/shaders/Pulse.frag.glsl index b24c9bef..9aeb05c9 100644 --- a/assets/shaders/Pulse.frag.glsl +++ b/assets/shaders/Pulse.frag.glsl | |||
@@ -6,16 +6,22 @@ uniform float u_time; | |||
6 | uniform vec2 u_resolution; | 6 | uniform vec2 u_resolution; |
7 | uniform sampler2D u_tex0; | 7 | uniform sampler2D u_tex0; |
8 | 8 | ||
9 | uniform float u_speed; | ||
10 | uniform float u_xscale; | ||
11 | uniform float u_yscale; | ||
12 | |||
9 | void main(void) | 13 | void main(void) |
10 | { | 14 | { |
11 | vec2 halfres = u_resolution.xy/2.0; | 15 | vec2 halfres = u_resolution.xy/2.0; |
12 | vec2 cPos = gl_FragCoord.xy; | 16 | vec2 cPos = gl_FragCoord.xy; |
13 | 17 | ||
14 | cPos.x -= 0.5*halfres.x*sin(u_time/2.0)+0.3*halfres.x*cos(u_time)+halfres.x; | 18 | float time = u_time * u_speed; |
15 | cPos.y -= 0.4*halfres.y*sin(u_time/5.0)+0.3*halfres.y*cos(u_time)+halfres.y; | 19 | |
20 | cPos.x -= u_xscale*halfres.x*sin(time/2.0)+0.3*halfres.x*cos(time)+halfres.x; | ||
21 | cPos.y -= u_yscale*halfres.y*sin(time/5.0)+0.3*halfres.y*cos(time)+halfres.y; | ||
16 | float cLength = length(cPos); | 22 | float cLength = length(cPos); |
17 | 23 | ||
18 | vec2 uv = gl_FragCoord.xy/u_resolution.xy+(cPos/cLength)*sin(cLength/30.0-u_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; |
19 | vec3 col = texture2D(u_tex0,uv).xyz*50.0/cLength; | 25 | vec3 col = texture2D(u_tex0,uv).xyz*50.0/cLength; |
20 | 26 | ||
21 | gl_FragColor = vec4(col,1.0); | 27 | gl_FragColor = vec4(col,1.0); |
diff --git a/assets/shaders/TwistVe |