From fba39dbb3bd64eddf6162fbf57232089e446fb06 Mon Sep 17 00:00:00 2001 From: Pushkar Joshi Date: Thu, 9 Feb 2012 10:50:05 -0800 Subject: removing shaders --- assets/shaders/Julia.frag.glsl | 25 -------------- assets/shaders/Keleidoscope.frag.glsl | 25 -------------- assets/shaders/Mandel.frag.glsl | 55 ------------------------------- assets/shaders/Pulse.frag.glsl | 22 ------------- assets/shaders/Taper.vert.glsl | 61 ----------------------------------- assets/shaders/Tunnel.frag.glsl | 23 ------------- assets/shaders/Twist.frag.glsl | 23 ------------- assets/shaders/plasma.frag.glsl | 32 ------------------ assets/shaders/plasma.vert.glsl | 42 ------------------------ assets/shaders/radialBlur.frag.glsl | 47 --------------------------- 10 files changed, 355 deletions(-) delete mode 100644 assets/shaders/Julia.frag.glsl delete mode 100644 assets/shaders/Keleidoscope.frag.glsl delete mode 100644 assets/shaders/Mandel.frag.glsl delete mode 100644 assets/shaders/Pulse.frag.glsl delete mode 100644 assets/shaders/Taper.vert.glsl delete mode 100644 assets/shaders/Tunnel.frag.glsl delete mode 100644 assets/shaders/Twist.frag.glsl delete mode 100644 assets/shaders/plasma.frag.glsl delete mode 100644 assets/shaders/plasma.vert.glsl delete mode 100644 assets/shaders/radialBlur.frag.glsl diff --git a/assets/shaders/Julia.frag.glsl b/assets/shaders/Julia.frag.glsl deleted file mode 100644 index 68cda703..00000000 --- a/assets/shaders/Julia.frag.glsl +++ /dev/null @@ -1,25 +0,0 @@ -#ifdef GL_ES -precision highp float; -#endif - -uniform vec2 u_resolution; -uniform float u_time; - -void main(void) -{ - vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; - vec2 cc = vec2( cos(.25*u_time), sin(.25*u_time*1.423) ); - - float dmin = 1000.0; - vec2 z = p*vec2(1.33,1.0); - for( int i=0; i<64; i++ ) - { - z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y ); - float m2 = dot(z,z); - if( m2>100.0 ) break; - dmin=min(dmin,m2); - } - - float color = sqrt(sqrt(dmin))*0.7; - gl_FragColor = vec4(color,color,color,1.0); -} \ No newline at end of file diff --git a/assets/shaders/Keleidoscope.frag.glsl b/assets/shaders/Keleidoscope.frag.glsl deleted file mode 100644 index 7d1bdb17..00000000 --- a/assets/shaders/Keleidoscope.frag.glsl +++ /dev/null @@ -1,25 +0,0 @@ -#ifdef GL_ES -precision highp float; -#endif - -uniform vec2 u_resolution; -uniform float u_time; -uniform sampler2D u_tex0; - -void main(void) -{ - vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; - vec2 uv; - - float a = atan(p.y,p.x); - float r = sqrt(dot(p,p)); - - uv.x = 7.0*a/3.1416; - uv.y = -u_time+ sin(7.0*r+u_time) + .7*cos(u_time+7.0*a); - - float w = .5+.5*(sin(u_time+7.0*r)+ .7*cos(u_time+7.0*a)); - - vec3 col = texture2D(u_tex0,uv*.5).xyz; - - gl_FragColor = vec4(col*w,1.0); -} \ No newline at end of file diff --git a/assets/shaders/Mandel.frag.glsl b/assets/shaders/Mandel.frag.glsl deleted file mode 100644 index 6465899d..00000000 --- a/assets/shaders/Mandel.frag.glsl +++ /dev/null @@ -1,55 +0,0 @@ -#ifdef GL_ES -precision highp float; -#endif - -uniform vec2 u_resolution; -uniform float u_time; - -void main(void) -{ - vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; - p.x *= u_resolution.x/u_resolution.y; - - float zoo = .62+.38*sin(.1*u_time); - float coa = cos( 0.1*(1.0-zoo)*u_time ); - float sia = sin( 0.1*(1.0-zoo)*u_time ); - zoo = pow( zoo,8.0); - vec2 xy = vec2( p.x*coa-p.y*sia, p.x*sia+p.y*coa); - vec2 cc = vec2(-.745,.186) + xy*zoo; - - vec2 z = vec2(0.0); - vec2 z2 = z*z; - float m2; - float co = 0.0; - - - // chrome/angelproject/nvidia/glslES don't seem to like to "break" a loop... - // so we have to rewrite it in another way -/* - for( int i=0; i<256; i++ ) - { - z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y ); - m2 = dot(z,z); - if( m2>1024.0 ) break; - co += 1.0; - } -*/ - - for( int i=0; i<256; i++ ) - { - if( m2<1024.0 ) - { - z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y ); - m2 = dot(z,z); - co += 1.0; - } - } - - co = co + 1.0 - log2(.5*log2(m2)); - - co = sqrt(co/256.0); - gl_FragColor = vec4( .5+.5*cos(6.2831*co+0.0), - .5+.5*cos(6.2831*co+0.4), - .5+.5*cos(6.2831*co+0.7), - 1.0 ); -} \ No newline at end of file diff --git a/assets/shaders/Pulse.frag.glsl b/assets/shaders/Pulse.frag.glsl deleted file mode 100644 index b24c9bef..00000000 --- a/assets/shaders/Pulse.frag.glsl +++ /dev/null @@ -1,22 +0,0 @@ -#ifdef GL_ES -precision highp float; -#endif - -uniform float u_time; -uniform vec2 u_resolution; -uniform sampler2D u_tex0; - -void main(void) -{ - vec2 halfres = u_resolution.xy/2.0; - vec2 cPos = gl_FragCoord.xy; - - cPos.x -= 0.5*halfres.x*sin(u_time/2.0)+0.3*halfres.x*cos(u_time)+halfres.x; - cPos.y -= 0.4*halfres.y*sin(u_time/5.0)+0.3*halfres.y*cos(u_time)+halfres.y; - float cLength = length(cPos); - - vec2 uv = gl_FragCoord.xy/u_resolution.xy+(cPos/cLength)*sin(cLength/30.0-u_time*10.0)/25.0; - vec3 col = texture2D(u_tex0,uv).xyz*50.0/cLength; - - gl_FragColor = vec4(col,1.0); -} \ No newline at end of file diff --git a/assets/shaders/Taper.vert.glsl b/assets/shaders/Taper.vert.glsl deleted file mode 100644 index 46f04fb3..00000000 --- a/assets/shaders/Taper.vert.glsl +++ /dev/null @@ -1,61 +0,0 @@ -/* -This file contains proprietary software owned by Motorola Mobility, Inc.
-No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
-(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. -
*/ - - -#ifdef GL_ES -precision highp float; -#endif - - -// attributes -attribute vec3 vert; -attribute vec3 normal; -attribute vec2 texcoord; - -// scalar uniforms -uniform float u_limit1; -uniform float u_limit2; -uniform float u_limit3; -uniform float u_taperAmount; - -uniform vec4 color; - - -// matrix uniforms -uniform mat4 u_mvMatrix; -uniform mat4 u_projMatrix; -uniform mat4 u_worldMatrix; - -varying vec4 v_color; - - -void main(void) -{ - vec3 pos = vert; - vec2 uv = texcoord; - - v_color = vec4(0, 1, 0, 1); - if (uv.x > u_limit1) - { - if (uv.x < u_limit2) - { - float t = (uv.x - u_limit1)/(u_limit2 - u_limit1); - pos.y = pos.y - t*u_taperAmount; - v_color = vec4( 1, 1, 0, 1 ); - } - else if (uv.x < u_limit3) - { - float t = 1.0 - (uv.x - u_limit2)/(u_limit3 - u_limit2); - pos.y = pos.y - t*u_taperAmount; - v_color = vec4( 0, 1, 1, 1 ); - } - else - v_color = vec4(0,0,1,1); - } - - - gl_Position = u_projMatrix * u_mvMatrix * vec4(pos,1.0) ; -} \ No newline at end of file diff --git a/assets/shaders/Tunnel.frag.glsl b/assets/shaders/Tunnel.frag.glsl deleted file mode 100644 index 9deb52fb..00000000 --- a/assets/shaders/Tunnel.frag.glsl +++ /dev/null @@ -1,23 +0,0 @@ -#ifdef GL_ES -precision highp float; -#endif - -uniform vec2 u_resolution; -uniform float u_time; -uniform sampler2D u_tex0; - -void main(void) -{ - vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; - vec2 uv; - - float a = atan(p.y,p.x); - float r = sqrt(dot(p,p)); - - uv.x = .75*u_time+.1/r; - uv.y = a/3.1416; - - vec3 col = texture2D(u_tex0,uv).xyz; - - gl_FragColor = vec4(col*r,1.0); -} \ No newline at end of file diff --git a/assets/shaders/Twist.frag.glsl b/assets/shaders/Twist.frag.glsl deleted file mode 100644 index b7477747..00000000 --- a/assets/shaders/Twist.frag.glsl +++ /dev/null @@ -1,23 +0,0 @@ -#ifdef GL_ES -precision highp float; -#endif - -uniform vec2 u_resolution; -uniform float u_time; -uniform sampler2D u_tex0; - -void main(void) -{ - vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; - vec2 uv; - - float a = atan(p.y,p.x); - float r = sqrt(dot(p,p)); - - uv.x = r - .25*u_time; - uv.y = cos(a*5.0 + 2.0*sin(u_time+7.0*r)) ; - - vec3 col = (.5+.5*uv.y)*texture2D(u_tex0,uv).xyz; - - gl_FragColor = vec4(col,1.0); -} \ No newline at end of file diff --git a/assets/shaders/plasma.frag.glsl b/assets/shaders/plasma.frag.glsl deleted file mode 100644 index 2ab8f49c..00000000 --- a/assets/shaders/plasma.frag.glsl +++ /dev/null @@ -1,32 +0,0 @@ -// -// Fragment shader for procedural bricks -// -// Authors: Dave Baldwin, Steve Koren, Randi Rost -// based on a shader by Darwyn Peachey -// -// Copyright (c) 2002-2006 3Dlabs Inc. Ltd. -// -// See 3Dlabs-License.txt for license information -// - -#ifdef GL_ES -precision highp float; -#endif - - -varying vec2 v_uv; -uniform float u_time; -uniform vec4 color; - -void main(void) -{ - float x = v_uv.x ; - float y = v_uv.y ; - float time = color.x; - float wave = (cos(time + y / 0.2 + cos(x / 0.3 + cos((y / 0.1))))); - float wave1 = (sin(abs(wave + y/0.6))); - float wave2 = (sin(abs(wave1 + y/0.8))); - float tmp = u_time * 0.1; - gl_FragColor = vec4( abs(vec3(wave2,wave1,wave)),1.0); - //gl_FragColor = color; -} diff --git a/assets/shaders/plasma.vert.glsl b/assets/shaders/plasma.vert.glsl deleted file mode 100644 index f817c143..00000000 --- a/assets/shaders/plasma.vert.glsl +++ /dev/null @@ -1,42 +0,0 @@ -// -// Vertex shader for procedural bricks -// -// Authors: Dave Baldwin, Steve Koren, Randi Rost -// based on a shader by Darwyn Peachey -// -// Copyright (c) 2002-2006 3Dlabs Inc. Ltd. -// -// See 3Dlabs-License.txt for license information -// - -//uniform vec3 LightPosition; - -#ifdef GL_ES -precision highp float; -#endif - - -// attributes -attribute vec3 vert; -attribute vec3 normal; -attribute vec2 texcoord; - -uniform mat4 u_shadowLightWorld; -uniform mat4 u_shadowBiasMatrix; -uniform mat4 u_vShadowLight; -uniform vec3 u_lightPos; - -// matrix uniforms -uniform mat4 u_mvMatrix; -uniform vec3 u_eye; -uniform mat4 u_normalMatrix; -uniform mat4 u_projMatrix; -uniform mat4 u_worldMatrix; - -varying vec2 v_uv; - -void main(void) -{ - gl_Position = u_projMatrix * u_mvMatrix * vec4(vert,1.0) ; - v_uv = texcoord; -} \ No newline at end of file diff --git a/assets/shaders/radialBlur.frag.glsl b/assets/shaders/radialBlur.frag.glsl deleted file mode 100644 index 673d082a..00000000 --- a/assets/shaders/radialBlur.frag.glsl +++ /dev/null @@ -1,47 +0,0 @@ - -precision highp float; - -uniform vec2 u_resolution; -uniform float u_time; -uniform vec4 color; -uniform sampler2D u_tex0; - -vec3 deform( in vec2 p ) -{ - vec2 uv; - - //float time = color.x; - float time = u_time; - vec2 q = vec2( sin(1.1*time+p.x),sin(1.2*time+p.y) ); - - float a = atan(q.y,q.x); - float r = sqrt(dot(q,q)); - - uv.x = sin(0.0+1.0*time)+p.x*sqrt(r*r+1.0); - uv.y = sin(0.6+1.1*time)+p.y*sqrt(r*r+1.0); - - return texture2D(u_tex0,uv*.5).xyz; -} - -void main(void) -{ - vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; - //vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / vec2(500,500).xy; - vec2 s = p; - - vec3 total = vec3(0.0); - vec2 d = (vec2(0.0,0.0)-p)/40.0; - float w = 1.0; - for( int i=0; i<40; i++ ) - { - vec3 res = deform(s); - res = smoothstep(0.1,1.0,res*res); - total += w*res; - w *= .99; - s += d; - } - total /= 40.0; - float r = 1.5/(1.0+dot(p,p)); - - gl_FragColor = vec4( total*r,1.0); -} \ No newline at end of file -- cgit v1.2.3