From b2ce8b819cc85a558d862c04965b7e65a6ce8640 Mon Sep 17 00:00:00 2001
From: hwc487
Date: Wed, 1 Feb 2012 13:05:32 -0800
Subject: changes to allow minimal rendering ofnon-animated materials.
---
assets/shaders/Basic.frag.glsl | 17 ++++++++++++
assets/shaders/Taper.vert.glsl | 61 ++++++++++++++++++++++++++++++++++++++++++
2 files changed, 78 insertions(+)
create mode 100644 assets/shaders/Basic.frag.glsl
create mode 100644 assets/shaders/Taper.vert.glsl
(limited to 'assets/shaders')
diff --git a/assets/shaders/Basic.frag.glsl b/assets/shaders/Basic.frag.glsl
new file mode 100644
index 00000000..a2c21afa
--- /dev/null
+++ b/assets/shaders/Basic.frag.glsl
@@ -0,0 +1,17 @@
+/*
+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
+
+
+uniform vec4 color;
+
+void main() {
+ gl_FragColor = color;
+}
diff --git a/assets/shaders/Taper.vert.glsl b/assets/shaders/Taper.vert.glsl
new file mode 100644
index 00000000..46f04fb3
--- /dev/null
+++ b/assets/shaders/Taper.vert.glsl
@@ -0,0 +1,61 @@
+/*
+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
--
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