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 | 25 | ||||
-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 | 24 | ||||
-rw-r--r-- | assets/shaders/Water2.frag.glsl | 30 |
7 files changed, 154 insertions, 18 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..2447fd79 --- /dev/null +++ b/assets/shaders/Cloud.frag.glsl | |||
@@ -0,0 +1,25 @@ | |||
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 | //c.a *= u_surfaceAlpha; | ||
22 | //if ((c.r == 0.0) && (c.b == 0.0) && (c.g == 0.0) && (c.a == 1.0)) c = vec4( 0.0, 0.0, 1.0, 1.0 ); | ||
23 | gl_FragColor = c; | ||
24 | } | ||
25 | \ 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..a5e8b2f7 100644 --- a/assets/shaders/Flag.vert.glsl +++ b/assets/shaders/Flag.vert.glsl | |||
@@ -16,20 +16,32 @@ 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_waveWidth; | ||
20 | uniform float u_waveHeight; | ||
19 | 21 | ||
20 | // matrix uniforms | 22 | // matrix uniforms |
21 | uniform mat4 u_mvMatrix; | 23 | uniform mat4 u_mvMatrix; |
22 | uniform mat4 u_projMatrix; | 24 | uniform mat4 u_projMatrix; |
23 | uniform mat4 u_worldMatrix; | 25 | uniform mat4 u_worldMatrix; |
24 | 26 | ||
27 | // varying variables | ||
28 | varying vec2 v_uv; | ||
29 | |||
30 | |||
25 | void main() | 31 | void main() |
26 | { | 32 | { |
27 | float angle = (u_time%360)*2; | 33 | float pi = 3.14159; |
34 | float angle = u_time; | ||
35 | |||
36 | v_uv = texcoord; | ||
28 | 37 | ||
29 | a_pos.z = sin( a_pos.x + angle); | 38 | float x = 2.0*pi*texcoord.x/u_waveWidth; |
30 | a_pos.z += sin( a_pos.y/2 + angle); | 39 | float y = 2.0*pi*texcoord.y; |
31 | a_pos.z *= a_pos.x * 0.09; | ||
32 | gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0) ; | ||
33 | 40 | ||
34 | gl_FragColor = v_color; | 41 | vec3 v = a_pos; |
42 | v.z = sin( x + angle ) - 2.0*u_waveHeight; | ||
43 | v.z += sin( 0.2*y + angle); | ||
44 | v.z *= x * 0.09 * u_waveHeight; | ||
45 | |||
46 | gl_Position = u_projMatrix * u_mvMatrix * vec4(v,1.0) ; | ||
35 | } | 47 | } |
diff --git a/assets/shaders/Water2.frag.glsl b/assets/shaders/Water2.frag.glsl index 39b6aa55..49b2b647 100644 --- a/assets/shaders/Water2.frag.glsl +++ b/assets/shaders/Water2.frag.glsl | |||
@@ -8,20 +8,27 @@ uniform vec2 u_resolution; | |||
8 | const float PI = 3.1415926535897932; | 8 | const float PI = 3.1415926535897932; |
9 | 9 | ||
10 | //speed | 10 | //speed |
11 | const float speed = 0.2; | 11 | //const float speed = 0.2; |
12 | const float speed_x = 0.3; | 12 | const float speed_x = 0.3; |
13 | const float speed_y = 0.3; | 13 | const float speed_y = 0.3; |
14 | 14 | ||
15 | // geometry | 15 | // geometry |
16 | const float intensity = 3.; | 16 | //const float intensity = 3.; |
17 | const int steps = 8; | 17 | const int steps = 8; |
18 | const float frequency = 4.0; | 18 | const float frequency = 4.0; |
19 | const int angle = 7; // better when a prime | 19 | const int angle = 7; // better when a prime |
20 | 20 | ||
21 | // reflection and emboss | 21 | // reflection and emboss |
22 | const float delta = 20.; | 22 | //const float delta = 20.; |
23 | const float intence = 400.; | 23 | const float intence = 400.; |
24 | const float emboss = 0.3; | 24 | //const float emboss = 0.3; |
25 | |||
26 | // uniforms | ||
27 | uniform float u_emboss; | ||
28 | uniform float u_delta; | ||
29 | //uniform float u_intence; | ||
30 | uniform float u_intensity; | ||
31 | uniform float u_speed; | ||
25 | 32 | ||
26 | //---------- crystals effect | 33 | //---------- crystals effect |
27 | 34 | ||
@@ -34,9 +41,9 @@ const float emboss = 0.3; | |||
34 | { | 41 | { |
35 | vec2 adjc = coord; | 42 | vec2 adjc = coord; |
36 | theta = delta_theta*float(i); | 43 | theta = delta_theta*float(i); |
37 | adjc.x += cos(theta)*u_time*speed + u_time * speed_x; | 44 | adjc.x += cos(theta)*u_time*u_speed + u_time * speed_x; |
38 | adjc.y -= sin(theta)*u_time*speed - u_time * speed_y; | 45 | adjc.y -= sin(theta)*u_time*u_speed - u_time * speed_y; |
39 | col = col + cos( (adjc.x*cos(theta) - adjc.y*sin(theta))*frequency)*intensity; | 46 |