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/Water2.frag.glsl | 66 ----------------------------------------- 1 file changed, 66 deletions(-) delete mode 100644 assets/shaders/Water2.frag.glsl (limited to 'assets/shaders/Water2.frag.glsl') diff --git a/assets/shaders/Water2.frag.glsl b/assets/shaders/Water2.frag.glsl deleted file mode 100644 index 39b6aa55..00000000 --- a/assets/shaders/Water2.frag.glsl +++ /dev/null @@ -1,66 +0,0 @@ -#ifdef GL_ES -precision highp float; -#endif - -uniform sampler2D u_tex0; -uniform float u_time; -uniform vec2 u_resolution; -const float PI = 3.1415926535897932; - -//speed -const float speed = 0.2; -const float speed_x = 0.3; -const float speed_y = 0.3; - -// geometry -const float intensity = 3.; -const int steps = 8; -const float frequency = 4.0; -const int angle = 7; // better when a prime - -// reflection and emboss -const float delta = 20.; -const float intence = 400.; -const float emboss = 0.3; - -//---------- crystals effect - - float col(vec2 coord) - { - float delta_theta = 2.0 * PI / float(angle); - float col = 0.0; - float theta = 0.0; - for (int i = 0; i < steps; i++) - { - vec2 adjc = coord; - theta = delta_theta*float(i); - adjc.x += cos(theta)*u_time*speed + u_time * speed_x; - adjc.y -= sin(theta)*u_time*speed - u_time * speed_y; - col = col + cos( (adjc.x*cos(theta) - adjc.y*sin(theta))*frequency)*intensity; - } - - return cos(col); - } - -//---------- main - -void main(void) -{ -vec2 p = (gl_FragCoord.xy) / u_resolution.xy, c1 = p, c2 = p; -float cc1 = col(c1); - -c2.x += u_resolution.x/delta; -float dx = emboss*(cc1-col(c2))/delta; - -c2.x = p.x; -c2.y += u_resolution.y/delta; -float dy = emboss*(cc1-col(c2))/delta; - -c1.x += dx; -c1.y = -(c1.y+dy); - -float alpha = 1.+dot(dx,dy)*intence; -gl_FragColor = texture2D(u_tex0,c1)*(alpha); -// gl_FragColor = vec4(col(p),0,0,1); - -} -- cgit v1.2.3