From 648ee61ae84216d0236e0dbc211addc13b2cfa3a Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Fri, 6 Jul 2012 11:52:06 -0700 Subject: Expand tabs --- assets/shaders/test_fshader.glsl | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) (limited to 'assets/shaders/test_fshader.glsl') diff --git a/assets/shaders/test_fshader.glsl b/assets/shaders/test_fshader.glsl index d2b3bd40..1fa78e44 100755 --- a/assets/shaders/test_fshader.glsl +++ b/assets/shaders/test_fshader.glsl @@ -40,7 +40,7 @@ uniform vec4 u_light0Amb; // diffuse map uniform sampler2D u_colMap; -// environment map +// environment map uniform sampler2D envMap; // normal map @@ -72,12 +72,12 @@ varying float vDiffuseIntensity; void main() { - vec4 rgba_depth = texture2D(depthMap, vShadowCoord.xy/vShadowCoord.w, -32.0); - const vec4 bit_shift = vec4(1.0/(256.0*256.0*256.0), 1.0/(256.0*256.0), 1.0/256.0, 1.0); - float dist = vShadowCoord.w/200.0; - float d = dot(rgba_depth, bit_shift); - float shadowCoef = (dist > d + 0.00779) ? (0.6) : (1.0); - + vec4 rgba_depth = texture2D(depthMap, vShadowCoord.xy/vShadowCoord.w, -32.0); + const vec4 bit_shift = vec4(1.0/(256.0*256.0*256.0), 1.0/(256.0*256.0), 1.0/256.0, 1.0); + float dist = vShadowCoord.w/200.0; + float d = dot(rgba_depth, bit_shift); + float shadowCoef = (dist > d + 0.00779) ? (0.6) : (1.0); + vec4 colMapTexel = vec4(0); if (u_renderGlow <= 0.5) { colMapTexel = vec4(texture2D(u_colMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0); @@ -120,7 +120,7 @@ void main() vec4 diffuse = u_matDiffuse * (colMapTexel + envMapTexel)*shadowCoef; if (u_renderGlow <= 0.5) { - diffuse *= u_light0Diff; + diffuse *= u_light0Diff; } vec4 specular = 2.0 * pf * envMapTexel; @@ -138,7 +138,7 @@ void main() vec4 colMapTexel = vec4(texture2D(u_colMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0); // // normal mapping - vec3 normal = normalize(vNormal.xyz); + vec3 normal = normalize(vNormal.xyz); // vec3 mapNormal = texture2D(u_normalMap, vec2(vNormal.w, vECPos.w)).xyz * 2.0 - 1.0; // mapNormal = normalize(mapNormal.x*vec3(normal.z, 0.0, -normal.x) + vec3(0.0, mapNormal.y, 0.0) + mapNormal.z*normal); // -- cgit v1.2.3 From 6803c0abd279fcb640c38b3881b751bab982cbe0 Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Fri, 6 Jul 2012 12:42:16 -0700 Subject: Remove trailing spaces --- assets/shaders/test_fshader.glsl | 44 ++++++++++++++++++++-------------------- 1 file changed, 22 insertions(+), 22 deletions(-) (limited to 'assets/shaders/test_fshader.glsl') diff --git a/assets/shaders/test_fshader.glsl b/assets/shaders/test_fshader.glsl index 1fa78e44..de5da773 100755 --- a/assets/shaders/test_fshader.glsl +++ b/assets/shaders/test_fshader.glsl @@ -40,7 +40,7 @@ uniform vec4 u_light0Amb; // diffuse map uniform sampler2D u_colMap; -// environment map +// environment map uniform sampler2D envMap; // normal map @@ -77,7 +77,7 @@ void main() float dist = vShadowCoord.w/200.0; float d = dot(rgba_depth, bit_shift); float shadowCoef = (dist > d + 0.00779) ? (0.6) : (1.0); - + vec4 colMapTexel = vec4(0); if (u_renderGlow <= 0.5) { colMapTexel = vec4(texture2D(u_colMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0); @@ -89,32 +89,32 @@ void main() vec3 normal = normalize(vNormal.xyz); vec3 mapNormal = texture2D(u_normalMap, vec2(vNormal.w, vECPos.w)).xyz * 2.0 - 1.0; mapNormal = normalize(mapNormal.x*vec3(normal.z, 0.0, -normal.x) + vec3(0.0, mapNormal.y, 0.0) + mapNormal.z*normal); - + // create envmap coordinates vec3 r = reflect( normalize(vec3(vECPos.xyz - vEyePos.xyz)), mapNormal); float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + r.z*r.z ); - + // calculate environment map texel vec4 envMapTexel = vec4(texture2D(envMap, vec2(r.x/m + 0.5, r.y/m + 0.5)).rgb, 0.0); - + // lighting vec3 lightDirection = u_light0Pos - vECPos.xyz; float lightDist = length(lightDirection); lightDirection /= lightDist; - + float attenuation = clamp(1.0 - lightDist * 0.01, 0.0, 1.0); - + vec3 halfVec = normalize(lightDirection + vEyePos); - + float diffuseIntensity = max(0.0, dot(mapNormal, lightDirection)); float specularModifier = max(0.0, dot(mapNormal, halfVec)); - + float pf; if(diffuseIntensity == 0.0) pf = 0.0; else pf = pow(specularModifier, 76.0); - + vec4 ambient = u_matAmbient * u_light0Amb; vec4 diffuse = u_matDiffuse * (colMapTexel + envMapTexel)*shadowCoef; @@ -122,9 +122,9 @@ void main() if (u_renderGlow <= 0.5) { diffuse *= u_light0Diff; } - + vec4 specular = 2.0 * pf * envMapTexel; - + //gl_FragColor = vec4(dist, dist, dist, 1.0); gl_FragColor = ((colMapTexel*(ambient + diffuse)) + specular); } @@ -141,40 +141,40 @@ void main() vec3 normal = normalize(vNormal.xyz); // vec3 mapNormal = texture2D(u_normalMap, vec2(vNormal.w, vECPos.w)).xyz * 2.0 - 1.0; // mapNormal = normalize(mapNormal.x*vec3(normal.z, 0.0, -normal.x) + vec3(0.0, mapNormal.y, 0.0) + mapNormal.z*normal); -// +// // // create envmap coordinates // vec3 r = reflect( (vec3(vECPos.xyz - vEyePos.xyz)), mapNormal); // float m = 2.0 * length(r); - + // calculate environment map texel //vec4 envMapTexel = vec4(texture2D(envMap, vec2(r.x/m + 0.5, r.y/m + 0.5)).rgb, 0.0); vec4 envMapTexel = vec4(texture2D(envMap, vEnvTexCoord).rgb, 0.0); - + // lighting //vec3 lightDirection = normalize(u_light0Pos - vECPos.xyz); // float lightDist = length(lightDirection); // lightDirection /= lightDist; - - + + //vec3 halfVec = normalize(lightDirection + vEyePos); - + //float diffuseIntensity = max(0.0, dot(normal, lightDirection)); // float specularModifier = max(0.0, dot(mapNormal, halfVec)); - + // float pf; //if(diffuseIntensity == 0.0) //pf = 0.0; //else //pf = pow(specularModifier, 76.0); - + // vec4 ambient = u_matAmbient * u_light0Amb; vec4 diffuse = u_matDiffuse*(colMapTexel + envMapTexel)*(vDiffuseIntensity + u_matAmbient); //diffuse *= u_light0Diff * diffuseIntensity; - + //vec4 specular = envMapTexel; - + //gl_FragColor = vec4(dist, dist, dist, 1.0); gl_FragColor = diffuse;//(colMapTexel*(ambient + diffuse)) + specular; } -- cgit v1.2.3 From fdbec324dad4ab33d97282ab021d2c1661bc097c Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Mon, 9 Jul 2012 16:27:52 -0700 Subject: BSD License --- assets/shaders/test_fshader.glsl | 23 ++++++++++++----------- 1 file changed, 12 insertions(+), 11 deletions(-) (limited to 'assets/shaders/test_fshader.glsl') diff --git a/assets/shaders/test_fshader.glsl b/assets/shaders/test_fshader.glsl index de5da773..2cad58ec 100755 --- a/assets/shaders/test_fshader.glsl +++ b/assets/shaders/test_fshader.glsl @@ -1,24 +1,25 @@ /* -Copyright (c) 2012, Motorola Mobility, Inc +Copyright (c) 2012, Motorola Mobility LLC. All Rights Reserved. -BSD License. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: - - Redistributions of source code must retain the above copyright notice, - this list of conditions and the following disclaimer. - - Redistributions in binary form must reproduce the above copyright - notice, this list of conditions and the following disclaimer in the - documentation and/or other materials provided with the distribution. - - Neither the name of Motorola Mobility nor the names of its contributors - may be used to endorse or promote products derived from this software - without specific prior written permission. +* Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + +* Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +* Neither the name of Motorola Mobility LLC nor the names of its + contributors may be used to endorse or promote products derived from this + software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE -ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE +ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS -- cgit v1.2.3