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
--
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