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/Deform.frag.glsl | 29 -------- assets/shaders/Flag.vert.glsl | 35 ---------- assets/shaders/Fly.frag.glsl | 23 ------- 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/ReliefTunnel.frag.glsl | 35 ---------- assets/shaders/SquareTunnel.frag.glsl | 21 ------ assets/shaders/Star.frag.glsl | 28 -------- assets/shaders/Taper.frag.glsl | 17 ----- assets/shaders/Taper.vert.glsl | 122 ---------------------------------- assets/shaders/Tunnel.frag.glsl | 23 ------- assets/shaders/Twist.frag.glsl | 23 ------- assets/shaders/TwistVert.frag.glsl | 32 --------- assets/shaders/TwistVert.vert.glsl | 97 --------------------------- assets/shaders/Water.frag.glsl | 55 --------------- assets/shaders/Water2.frag.glsl | 66 ------------------ assets/shaders/ZInvert.frag.glsl | 23 ------- assets/shaders/plasma.frag.glsl | 32 --------- assets/shaders/plasma.vert.glsl | 42 ------------ assets/shaders/radialBlur.frag.glsl | 47 ------------- 22 files changed, 877 deletions(-) delete mode 100644 assets/shaders/Deform.frag.glsl delete mode 100644 assets/shaders/Flag.vert.glsl delete mode 100644 assets/shaders/Fly.frag.glsl 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/ReliefTunnel.frag.glsl delete mode 100644 assets/shaders/SquareTunnel.frag.glsl delete mode 100644 assets/shaders/Star.frag.glsl delete mode 100644 assets/shaders/Taper.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/TwistVert.frag.glsl delete mode 100644 assets/shaders/TwistVert.vert.glsl delete mode 100644 assets/shaders/Water.frag.glsl delete mode 100644 assets/shaders/Water2.frag.glsl delete mode 100644 assets/shaders/ZInvert.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 (limited to 'assets/shaders') diff --git a/assets/shaders/Deform.frag.glsl b/assets/shaders/Deform.frag.glsl deleted file mode 100644 index 1dbe45a0..00000000 --- a/assets/shaders/Deform.frag.glsl +++ /dev/null @@ -1,29 +0,0 @@ -#ifdef GL_ES -precision highp float; -#endif - -uniform float u_time; -uniform vec2 u_resolution; -//uniform vec4 mouse; -uniform sampler2D u_tex0; - -void main(void) -{ - vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; - //vec2 m = -1.0 + 2.0 * mouse.xy / u_resolution.xy; - vec2 m = vec2(-.8, .8); - - float a1 = atan(p.y-m.y,p.x-m.x); - float r1 = sqrt(dot(p-m,p-m)); - float a2 = atan(p.y+m.y,p.x+m.x); - float r2 = sqrt(dot(p+m,p+m)); - - vec2 uv; - uv.x = 0.2*u_time + (r1-r2)*0.25; - uv.y = sin(2.0*(a1-a2)); - - float w = r1*r2*0.8; - vec3 col = texture2D(u_tex0,uv).xyz; - - gl_FragColor = vec4(col/(.1+w),1.0); -} \ No newline at end of file diff --git a/assets/shaders/Flag.vert.glsl b/assets/shaders/Flag.vert.glsl deleted file mode 100644 index 7dc932a7..00000000 --- a/assets/shaders/Flag.vert.glsl +++ /dev/null @@ -1,35 +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 a_pos; -attribute vec2 texcoord; - -// scalar uniforms -uniform float u_time; - -// matrix uniforms -uniform mat4 u_mvMatrix; -uniform mat4 u_projMatrix; -uniform mat4 u_worldMatrix; - -void main() -{ - float angle = (u_time%360)*2; - - a_pos.z = sin( a_pos.x + angle); - a_pos.z += sin( a_pos.y/2 + angle); - a_pos.z *= a_pos.x * 0.09; - gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0) ; - - gl_FragColor = v_color; -} diff --git a/assets/shaders/Fly.frag.glsl b/assets/shaders/Fly.frag.glsl deleted file mode 100644 index f99b5ab8..00000000 --- a/assets/shaders/Fly.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 an = u_time*.25; - - float x = p.x*cos(an)-p.y*sin(an); - float y = p.x*sin(an)+p.y*cos(an); - - uv.x = .25*x/abs(y); - uv.y = .20*u_time + .25/abs(y); - - gl_FragColor = vec4(texture2D(u_tex0,uv).xyz * y*y, 1.0); -} 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/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); -} diff --git a/assets/shaders/SquareTunnel.frag.glsl b/assets/shaders/SquareTunnel.frag.glsl deleted file mode 100644 index 51ef7b7c..00000000 --- a/assets/shaders/SquareTunnel.frag.glsl +++ /dev/null @@ -1,21 +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 = pow( pow(p.x*p.x,16.0) + pow(p.y*p.y,16.0), 1.0/32.0 ); - uv.x = .5*u_time + 0.5/r; - uv.y = 1.0*atan(p.y,p.x)/3.1416; - - vec3 col = texture2D(u_tex0,uv).xyz; - - gl_FragColor = vec4(col*r*r*r,1.0); -} diff --git a/assets/shaders/Star.frag.glsl b/assets/shaders/Star.frag.glsl deleted file mode 100644 index f63fe605..00000000 --- a/assets/shaders/Star.frag.glsl +++ /dev/null @@ -1,28 +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 uv; - - vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; - float a = atan(p.y,p.x); - float r = sqrt(dot(p,p)); - float s = r * (1.0+0.8*cos(u_time*1.0)); - - uv.x = .02*p.y+.03*cos(-u_time+a*3.0)/s; - uv.y = .1*u_time +.02*p.x+.03*sin(-u_time+a*3.0)/s; - - float w = .9 + pow(max(1.5-r,0.0),4.0); - - w*=0.6+0.4*cos(u_time+3.0*a); - - vec3 col = texture2D(u_tex0,uv).xyz; - - gl_FragColor = vec4(col*w,1.0); -} \ No newline at end of file diff --git a/assets/shaders/Taper.frag.glsl b/assets/shaders/Taper.frag.glsl deleted file mode 100644 index 3a5766fb..00000000 --- a/assets/shaders/Taper.frag.glsl +++ /dev/null @@ -1,17 +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 - -//uniform vec4 color; -varying vec4 v_color; - -void main() { - gl_FragColor = v_color; -} diff --git a/assets/shaders/Taper.vert.glsl b/assets/shaders/Taper.vert.glsl deleted file mode 100644 index 30b73456..00000000 --- a/assets/shaders/Taper.vert.glsl +++ /dev/null @@ -1,122 +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 float u_minVal; -uniform float u_maxVal; -uniform float u_center; - -uniform vec4 color; - - -// matrix uniforms -uniform mat4 u_mvMatrix; -uniform mat4 u_projMatrix; -uniform mat4 u_worldMatrix; - -varying vec4 v_color; - - - -float TaperAmount( float param ) -{ - // Bezier coordinates of the X coordinate. - // Adjust these to get tighter or looser - float tightness = 0.8; - - float x0, y0, x1, y1, x2, y2; - float t; - if (param < 0.5) - { - t = 2.0*param; - x0 = 0.0; y0 = 0.0; - x1 = tightness; y1 = 0.0; - x2 = 1.0; y2 = 0.5; - } - else - { - t = (param - 0.5)*2.0; - x0 = 0.0; y0 = 0.5; - x1 = 1.0 - tightness; y1 = 1.0; - x2 = 1.0; y2 = 1.0; - } - - float a = x0 - 2.0*x1 + x2; - float b = 2.0*(x1 - x0); - float c = x0 - t; - - float descr = sqrt( b*b - 4.0*a*c ); - float denom = 2.0*a; - float n1 = (-b + descr)/denom; - float n2 = (-b - descr)/denom; - if ((n1 >= 0.0) || (n1 <= 1.0)) t = n1; - else if ((n2 >= 0.0) || (n2 <= 1.0)) t = n2; - else - t = 0.0; - - float ya = y0 + t*(y1 - y0); - float yb = y1 + t*(y2 - y1); - float yc = ya + t*(yb - ya); - - return yc; -} - - -void main(void) -{ - vec3 pos = vert; - vec2 uv = texcoord; - - - float limit1 = u_limit1, - limit2 = u_limit2, - limit3 = u_limit2; - - v_color = vec4(texcoord.x, texcoord.y, 0, 1); - if ((uv.x > u_limit1) && (uv.x < u_limit3)) - { - float t; - if (uv.x < u_limit2) - { - t = (uv.x - u_limit1)/(u_limit2 - u_limit1); - } - else - { - t = 1.0 - (uv.x - u_limit2)/(u_limit3 - u_limit2); - } - t = TaperAmount( t ); - - float maxVal; - if (pos.y > u_center) - { - maxVal = u_maxVal; - } - else - { - maxVal = u_minVal; - } - - float yFrac = (pos.y - u_center)/(maxVal-u_center); - pos.y = pos.y - yFrac * (maxVal - u_center)*t*u_taperAmount; - } - - 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/TwistVert.frag.glsl b/assets/shaders/TwistVert.frag.glsl deleted file mode 100644 index f8490615..00000000 --- a/assets/shaders/TwistVert.frag.glsl +++ /dev/null @@ -1,32 +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 - -// texture sampler uniforms -uniform sampler2D u_tex0; -uniform sampler2D u_tex1; - -//uniform vec4 color; -//varying vec4 v_color; -varying float v_zNormal; -varying vec2 v_texcoord; - - -void main() -{ - vec3 col; - if (v_zNormal >= 0.0) - col = texture2D(u_tex0, v_texcoord).xyz; - else - col = texture2D(u_tex1, v_texcoord).xyz; - - gl_FragColor = vec4(col, 1.0); - //gl_FragColor = v_color; -} diff --git a/assets/shaders/TwistVert.vert.glsl b/assets/shaders/TwistVert.vert.glsl deleted file mode 100644 index 29cb30ea..00000000 --- a/assets/shaders/TwistVert.vert.glsl +++ /dev/null @@ -1,97 +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_twistAmount; -uniform float u_center; - -// texture sampler uniforms -uniform sampler2D u_tex0; -uniform sampler2D u_tex1; - -uniform vec4 color; - - -// matrix uniforms -uniform mat4 u_mvMatrix; -uniform mat4 u_projMatrix; -uniform mat4 u_worldMatrix; - -//varying vec4 v_color; -varying float v_zNormal; -varying vec2 v_texcoord; - - -float GetAngle( float t ) -{ - float angle= 0.0; - if (t < u_limit2) - { - if (t < u_limit1) - { - angle = u_twistAmount; - } - else - { - angle = (t - u_limit2)/(u_limit1 - u_limit2)*u_twistAmount; - } - } - - return angle; -} - - -void main(void) -{ - vec3 pos = vert; - vec2 uv = texcoord; - v_texcoord = texcoord; - - //v_color = vec4(texcoord.x, texcoord.y, 0, 1); - - v_zNormal = 1.0; - if (uv.x < u_limit2) - { - float angle = GetAngle( uv.x ); - float cs = cos(angle), sn = sin(angle); - - pos.y -= u_center; - vec3 ctrPt = pos; - float y = pos.y*cs - pos.z*sn + u_center; - pos.z = pos.y*sn + pos.z*cs; - pos.y = y; - - // rotate the normal - mat3 rotMat = mat3( vec3( 1.0, 0.0, 0.0 ), vec3( 0.0, cs, sn ), vec3( 0.0, -sn, cs ) ); - vec3 pt0 = ctrPt, pt1 = vec3(ctrPt.x, ctrPt.y+1.0, ctrPt.z), pt2 = vec3( ctrPt.x+1.0, ctrPt.y, ctrPt.z); - pt0 = rotMat * pt0; pt1 = rotMat * pt1; - angle = GetAngle(1.0); - cs = cos(angle); sn = sin(angle); - rotMat = mat3( vec3( 1.0, 0.0, 0.0 ), vec3( 0.0, cs, sn ), vec3( 0.0, -sn, cs ) ); - pt2 = rotMat * pt2; - pt0.y += u_center; pt1.y += u_center; pt2.y += u_center; - //vec4 nrm = u_projMatrix * u_mvMatrix * vec4( cross(pt1-pt0, pt2-pt0), 1.0 ); - vec4 nrm = vec4( cross(pt1-pt0, pt2-pt0), 1.0 ); - - //v_zNormal = normal.y*sn + normal.z*cs; - v_zNormal = -nrm.z; - } - - gl_Position = u_projMatrix * u_mvMatrix * vec4(pos,1.0) ; -} \ No newline at end of file diff --git a/assets/shaders/Water.frag.glsl b/assets/shaders/Water.frag.glsl deleted file mode 100644 index 5b71a658..00000000 --- a/assets/shaders/Water.frag.glsl +++ /dev/null @@ -1,55 +0,0 @@ -#ifdef GL_ES -precision highp float; -#endif - -uniform sampler2D u_tex0; -uniform float u_time; -uniform vec2 u_resolution; - -const float speedx = 1./ 0.1; -const float speedy = 1./ .01; -const float speedr = 1./ 0.01; -const float delta = 20.; -const float intence = 10.; -const int dif = 7; - -float col(vec2 coord) -{ - float delta_theta = 3.1415926535897932 / float(dif); - float col = 0.; - float theta = 0.; - theta = u_time/200.; - - coord.x += u_time/speedx; - coord.y += u_time/speedy; - for (int i = 0; i < dif; i++) - { - coord.x += u_time/speedr; - theta = theta + delta_theta; - col = col + cos( (coord.x*cos(theta) - coord.y*sin(theta))*20. ); - } - - return cos(col); -} - -void main(void) -{ - vec2 p = (gl_FragCoord.xy) / u_resolution.xy; - - vec2 c1 = p; - vec2 c2 = p; - - c2.x = c2.x+u_resolution.x/delta; - float dx = (col(c1)-col(c2))/delta; - - c2 = p; - c2.y = c2.y + u_resolution.y/delta; - float dy = (col(c1)-col(c2))/delta; - - c1.x = c1.x+dx; - c1.y = -(c1.y+dy); - - float alpha = 1.+dot(dx,dy)*intence; - if (alpha < 0.7) alpha = 0.7; - gl_FragColor = texture2D(u_tex0,c1)*(alpha); -} 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); - -} diff --git a/assets/shaders/ZInvert.frag.glsl b/assets/shaders/ZInvert.frag.glsl deleted file mode 100644 index b1fd1748..00000000 --- a/assets/shaders/ZInvert.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 = cos(0.6+u_time) + cos(cos(1.2+u_time)+a)/r; - uv.y = cos(0.3+u_time) + sin(cos(2.0+u_time)+a)/r; - - vec3 col = texture2D(u_tex0,uv*.25).xyz; - - gl_FragColor = vec4(col*r*r,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