From 96a0a8c916533eb5625816192ed38488f639326d Mon Sep 17 00:00:00 2001 From: Nivesh Rajbhandari Date: Wed, 22 Feb 2012 11:00:20 -0800 Subject: Integrating canvas-2d drawing and WebGL fixes, including adding back WebGL materials. Signed-off-by: Nivesh Rajbhandari --- assets/shaders/ReliefTunnel.frag.glsl | 35 +++++++++++++++++++++++++++++++++++ 1 file changed, 35 insertions(+) create mode 100644 assets/shaders/ReliefTunnel.frag.glsl (limited to 'assets/shaders/ReliefTunnel.frag.glsl') diff --git a/assets/shaders/ReliefTunnel.frag.glsl b/assets/shaders/ReliefTunnel.frag.glsl new file mode 100644 index 00000000..cee707db --- /dev/null +++ b/assets/shaders/ReliefTunnel.frag.glsl @@ -0,0 +1,35 @@ +#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 r = sqrt( dot(p,p) ); + float a = atan(p.y,p.x) + 0.5*sin(0.5*r-0.5*u_time); + + float s = 0.5 + 0.5*cos(7.0*a); + s = smoothstep(0.0,1.0,s); + s = smoothstep(0.0,1.0,s); + s = smoothstep(0.0,1.0,s); + s = smoothstep(0.0,1.0,s); + + uv.x = u_time + 1.0/( r + .2*s); + uv.y = 3.0*a/3.1416; + + float w = (0.5 + 0.5*s)*r*r; + + vec3 col = texture2D(u_tex0,uv).xyz; + + float ao = 0.5 + 0.5*cos(7.0*a); + ao = smoothstep(0.0,0.4,ao)-smoothstep(0.4,0.7,ao); + ao = 1.0-0.5*ao*r; + + gl_FragColor = vec4(col*w*ao,1.0); +} -- cgit v1.2.3 From f775fb752cac57a0c1f6c42c8c60f5ff329eab32 Mon Sep 17 00:00:00 2001 From: Nivesh Rajbhandari Date: Wed, 22 Feb 2012 11:36:19 -0800 Subject: Revert "Integrating canvas-2d drawing and WebGL fixes, including adding back WebGL materials." This reverts commit 96a0a8c916533eb5625816192ed38488f639326d. --- assets/shaders/ReliefTunnel.frag.glsl | 35 ----------------------------------- 1 file changed, 35 deletions(-) delete mode 100644 assets/shaders/ReliefTunnel.frag.glsl (limited to 'assets/shaders/ReliefTunnel.frag.glsl') diff --git a/assets/shaders/ReliefTunnel.frag.glsl b/assets/shaders/ReliefTunnel.frag.glsl deleted file mode 100644 index cee707db..00000000 --- a/assets/shaders/ReliefTunnel.frag.glsl +++ /dev/null @@ -1,35 +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 r = sqrt( dot(p,p) ); - float a = atan(p.y,p.x) + 0.5*sin(0.5*r-0.5*u_time); - - float s = 0.5 + 0.5*cos(7.0*a); - s = smoothstep(0.0,1.0,s); - s = smoothstep(0.0,1.0,s); - s = smoothstep(0.0,1.0,s); - s = smoothstep(0.0,1.0,s); - - uv.x = u_time + 1.0/( r + .2*s); - uv.y = 3.0*a/3.1416; - - float w = (0.5 + 0.5*s)*r*r; - - vec3 col = texture2D(u_tex0,uv).xyz; - - float ao = 0.5 + 0.5*cos(7.0*a); - ao = smoothstep(0.0,0.4,ao)-smoothstep(0.4,0.7,ao); - ao = 1.0-0.5*ao*r; - - gl_FragColor = vec4(col*w*ao,1.0); -} -- cgit v1.2.3 From d5b216d9d6d2b8cb93106e8f8ca351089d05b41d Mon Sep 17 00:00:00 2001 From: Nivesh Rajbhandari Date: Wed, 22 Feb 2012 11:52:31 -0800 Subject: Integrating canvas-2d and WebGL drawing fixes. Also adding back WebGL materials. Signed-off-by: Nivesh Rajbhandari --- assets/shaders/ReliefTunnel.frag.glsl | 35 +++++++++++++++++++++++++++++++++++ 1 file changed, 35 insertions(+) create mode 100644 assets/shaders/ReliefTunnel.frag.glsl (limited to 'assets/shaders/ReliefTunnel.frag.glsl') diff --git a/assets/shaders/ReliefTunnel.frag.glsl b/assets/shaders/ReliefTunnel.frag.glsl new file mode 100644 index 00000000..cee707db --- /dev/null +++ b/assets/shaders/ReliefTunnel.frag.glsl @@ -0,0 +1,35 @@ +#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 r = sqrt( dot(p,p) ); + float a = atan(p.y,p.x) + 0.5*sin(0.5*r-0.5*u_time); + + float s = 0.5 + 0.5*cos(7.0*a); + s = smoothstep(0.0,1.0,s); + s = smoothstep(0.0,1.0,s); + s = smoothstep(0.0,1.0,s); + s = smoothstep(0.0,1.0,s); + + uv.x = u_time + 1.0/( r + .2*s); + uv.y = 3.0*a/3.1416; + + float w = (0.5 + 0.5*s)*r*r; + + vec3 col = texture2D(u_tex0,uv).xyz; + + float ao = 0.5 + 0.5*cos(7.0*a); + ao = smoothstep(0.0,0.4,ao)-smoothstep(0.4,0.7,ao); + ao = 1.0-0.5*ao*r; + + gl_FragColor = vec4(col*w*ao,1.0); +} -- cgit v1.2.3