From 431b6fa7610e59074b4ebb3e9e712672f185b8ad Mon Sep 17 00:00:00 2001 From: hwc487 Date: Thu, 19 Jul 2012 11:44:50 -0700 Subject: Renamed Raiders material to Dark Blur, and Paris to Blue Sky. --- assets/canvas-runtime.js | 4 +-- assets/descriptor.json | 6 ++-- assets/images/bluesky.png | Bin 0 -> 4108 bytes assets/images/darkblur.png | Bin 0 -> 5674 bytes assets/images/paris.png | Bin 4108 -> 0 bytes assets/images/raiders.png | Bin 5674 -> 0 bytes assets/shaders/Paris.frag.glsl | 68 ----------------------------------------- 7 files changed, 5 insertions(+), 73 deletions(-) create mode 100644 assets/images/bluesky.png create mode 100644 assets/images/darkblur.png delete mode 100644 assets/images/paris.png delete mode 100644 assets/images/raiders.png delete mode 100644 assets/shaders/Paris.frag.glsl (limited to 'assets') diff --git a/assets/canvas-runtime.js b/assets/canvas-runtime.js index 4ab377c6..4181dd89 100644 --- a/assets/canvas-runtime.js +++ b/assets/canvas-runtime.js @@ -635,11 +635,11 @@ NinjaCvsRt.RuntimeGeomObj = Object.create(Object.prototype, { case "plasma": mat = Object.create(NinjaCvsRt.RuntimePlasmaMaterial, {}); break; case "taper": mat = Object.create(NinjaCvsRt.RuntimeTaperMaterial, {}); break; - case "paris": + case "blueSky": case "water": mat = Object.create(NinjaCvsRt.RuntimeWaterMaterial, {}); break; case "deform": - case "raiders": + case "darkBlur": case "tunnel": case "reliefTunnel": case "squareTunnel": diff --git a/assets/descriptor.json b/assets/descriptor.json index d9d74e6b..db824387 100644 --- a/assets/descriptor.json +++ b/assets/descriptor.json @@ -20,9 +20,9 @@ "images/cubelight.png", "images/random_normal.png", "images/white.png", - "images/paris.png", + "images/bluesky.png", "images/powderblue.png", - "images/raiders.png", + "images/darkblur.png", "images/us_flag.png", "shaders/Basic.frag.glsl", "shaders/TwistVert.vert.glsl", @@ -34,9 +34,9 @@ "shaders/linearGradient.frag.glsl", "shaders/linearGradient.vert.glsl", "shaders/plasma.frag.glsl", - "shaders/Paris.frag.glsl", "shaders/plasma.vert.glsl", "shaders/Pulse.frag.glsl", + "shaders/radialBlur.frag.glsl", "shaders/radialGradient.frag.glsl", "shaders/radialGradient.vert.glsl", "shaders/test_fshader.glsl", diff --git a/assets/images/bluesky.png b/assets/images/bluesky.png new file mode 100644 index 00000000..b7ef6c7b Binary files /dev/null and b/assets/images/bluesky.png differ diff --git a/assets/images/darkblur.png b/assets/images/darkblur.png new file mode 100644 index 00000000..64c39c89 Binary files /dev/null and b/assets/images/darkblur.png differ diff --git a/assets/images/paris.png b/assets/images/paris.png deleted file mode 100644 index b7ef6c7b..00000000 Binary files a/assets/images/paris.png and /dev/null differ diff --git a/assets/images/raiders.png b/assets/images/raiders.png deleted file mode 100644 index 64c39c89..00000000 Binary files a/assets/images/raiders.png and /dev/null differ diff --git a/assets/shaders/Paris.frag.glsl b/assets/shaders/Paris.frag.glsl deleted file mode 100644 index 690b1453..00000000 --- a/assets/shaders/Paris.frag.glsl +++ /dev/null @@ -1,68 +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 = 0.1; -const float speed_x = 0.075; -const float speed_y = 0.000; - -// geometry -const float intensity = 1.5; -const int steps = 8; -//const float frequency = 4.0; -const float frequency = 2.0; -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