From d6613f1e883eaa318fcf2098477eb5eede3d34ba Mon Sep 17 00:00:00 2001 From: hwc487 Date: Tue, 10 Jul 2012 10:00:35 -0700 Subject: Removed the shaders that we do not have rights to. --- assets/descriptor.json | 12 -------- assets/shaders/Deform.frag.glsl | 30 ------------------ assets/shaders/Fly.frag.glsl | 24 --------------- assets/shaders/Julia.frag.glsl | 26 ---------------- assets/shaders/Keleidoscope.frag.glsl | 29 ------------------ assets/shaders/Mandel.frag.glsl | 58 ----------------------------------- assets/shaders/ReliefTunnel.frag.glsl | 38 ----------------------- assets/shaders/SquareTunnel.frag.glsl | 22 ------------- assets/shaders/Star.frag.glsl | 31 ------------------- assets/shaders/Tunnel.frag.glsl | 24 --------------- assets/shaders/Twist.frag.glsl | 26 ---------------- assets/shaders/ZInvert.frag.glsl | 26 ---------------- assets/shaders/radialBlur.frag.glsl | 46 --------------------------- 13 files changed, 392 deletions(-) delete mode 100644 assets/shaders/Deform.frag.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/ReliefTunnel.frag.glsl delete mode 100644 assets/shaders/SquareTunnel.frag.glsl delete mode 100644 assets/shaders/Star.frag.glsl delete mode 100644 assets/shaders/Tunnel.frag.glsl delete mode 100644 assets/shaders/Twist.frag.glsl delete mode 100644 assets/shaders/ZInvert.frag.glsl delete mode 100644 assets/shaders/radialBlur.frag.glsl (limited to 'assets') diff --git a/assets/descriptor.json b/assets/descriptor.json index 2cd21830..d9d74e6b 100644 --- a/assets/descriptor.json +++ b/assets/descriptor.json @@ -28,35 +28,23 @@ "shaders/TwistVert.vert.glsl", "shaders/Basic.vert.glsl", "shaders/Water.frag.glsl", - "shaders/Deform.frag.glsl", "shaders/Water2.frag.glsl", "shaders/Flag.vert.glsl", "shaders/Flag.frag.glsl", - "shaders/ZInvert.frag.glsl", - "shaders/Fly.frag.glsl", "shaders/linearGradient.frag.glsl", - "shaders/Julia.frag.glsl", "shaders/linearGradient.vert.glsl", - "shaders/Keleidoscope.frag.glsl", "shaders/plasma.frag.glsl", - "shaders/Mandel.frag.glsl", "shaders/Paris.frag.glsl", "shaders/plasma.vert.glsl", "shaders/Pulse.frag.glsl", - "shaders/radialBlur.frag.glsl", - "shaders/ReliefTunnel.frag.glsl", "shaders/radialGradient.frag.glsl", - "shaders/SquareTunnel.frag.glsl", "shaders/radialGradient.vert.glsl", - "shaders/Star.frag.glsl", "shaders/test_fshader.glsl", "shaders/Taper.frag.glsl", "shaders/test_fshader_full.glsl", "shaders/Taper.vert.glsl", "shaders/test_vshader.glsl", - "shaders/Tunnel.frag.glsl", "shaders/ub_fshader.glsl", - "shaders/Twist.frag.glsl", "shaders/ub_vshader.glsl", "shaders/TwistVert.frag.glsl" ] diff --git a/assets/shaders/Deform.frag.glsl b/assets/shaders/Deform.frag.glsl deleted file mode 100644 index a2bb4fa0..00000000 --- a/assets/shaders/Deform.frag.glsl +++ /dev/null @@ -1,30 +0,0 @@ -#ifdef GL_ES -precision highp float; -#endif - -uniform float u_time; -uniform float u_speed; -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*u_speed + (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/Fly.frag.glsl b/assets/shaders/Fly.frag.glsl deleted file mode 100644 index d36928a1..00000000 --- a/assets/shaders/Fly.frag.glsl +++ /dev/null @@ -1,24 +0,0 @@ -#ifdef GL_ES -precision highp float; -#endif - -uniform vec2 u_resolution; -uniform float u_time; -uniform float u_speed; -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*u_speed*.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*u_speed + .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 7e616c40..00000000 --- a/assets/shaders/Julia.frag.glsl +++ /dev/null @@ -1,26 +0,0 @@ -#ifdef GL_ES -precision highp float; -#endif - -uniform vec2 u_resolution; -uniform float u_time; -uniform float u_speed; - -void main(void) -{ - vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; - vec2 cc = vec2( cos(.25*u_time*u_speed), sin(.25*u_time*u_speed*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 7d95a95b..00000000 --- a/assets/shaders/Keleidoscope.frag.glsl +++ /dev/null @@ -1,29 +0,0 @@ -#ifdef GL_ES -precision highp float; -#endif - -uniform vec2 u_resolution; -uniform float u_time; -uniform float u_speed; -uniform sampler2D u_tex0; - -void main(void) -{ - vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; - vec2 uv; - - float time = u_time * u_speed; - - float a = atan(p.y,p.x); - float r = sqrt(dot(p,p)); - - uv.x = 7.0*a/3.1416; - uv.y = -time + sin(7.0*r+time) + .7*cos( - +7.0*a); - - float w = .5+.5*(sin(time+7.0*r)+ .7*cos(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 62be76b9..00000000 --- a/assets/shaders/Mandel.frag.glsl +++ /dev/null @@ -1,58 +0,0 @@ -#ifdef GL_ES -precision highp float; -#endif - -uniform vec2 u_resolution; -uniform float u_time; -uniform float u_speed; - -void main(void) -{ - vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; - p.x *= u_resolution.x/u_resolution.y; - - float time = u_time * u_speed; - - float zoo = .62+.38*sin(.1*time); - float coa = cos( 0.1*(1.0-zoo)*time ); - float sia = sin( 0.1*(1.0-zoo)*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/ReliefTunnel.frag.glsl b/assets/shaders/ReliefTunnel.frag.glsl deleted file mode 100644 index 5bd727cf..00000000 --- a/assets/shaders/ReliefTunnel.frag.glsl +++ /dev/null @@ -1,38 +0,0 @@ -#ifdef GL_ES -precision highp float; -#endif - -uniform vec2 u_resolution; -uniform float u_time; -uniform float u_speed; -uniform sampler2D u_tex0; - -void main(void) -{ - vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; - vec2 uv; - - float time = u_time * u_speed; - - float r = sqrt( dot(p,p) ); - float a = atan(p.y,p.x) + 0.5*sin(0.5*r-0.5*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 = 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 1298a03a..00000000 --- a/assets/shaders/SquareTunnel.frag.glsl +++ /dev/null @@ -1,22 +0,0 @@ -#ifdef GL_ES -precision highp float; -#endif - -uniform vec2 u_resolution; -uniform float u_time; -uniform float u_speed; -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 = 0.5*u_time*u_speed + 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 f61f43c9..00000000 --- a/assets/shaders/Star.frag.glsl +++ /dev/null @@ -1,31 +0,0 @@ -#ifdef GL_ES -precision highp float; -#endif - -uniform float u_time; -uniform float u_speed; -uniform vec2 u_resolution; -uniform sampler2D u_tex0; - -void main(void) -{ - vec2 uv; - - float time = u_time * u_speed; - - 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(time*1.0)); - - uv.x = .02*p.y+.03*cos(-time+a*3.0)/s; - uv.y = .1*time +.02*p.x+.03*sin(-time+a*3.0)/s; - - float w = .9 + pow(max(1.5-r,0.0),4.0); - - w*=0.6+0.4*cos(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/Tunnel.frag.glsl b/assets/shaders/Tunnel.frag.glsl deleted file mode 100644 index def28e2e..00000000 --- a/assets/shaders/Tunnel.frag.glsl +++ /dev/null @@ -1,24 +0,0 @@ -#ifdef GL_ES -precision highp float; -#endif - -uniform vec2 u_resolution; -uniform float u_time; -uniform float u_speed; -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*u_speed + .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 ab66cdae..00000000 --- a/assets/shaders/Twist.frag.glsl +++ /dev/null @@ -1,26 +0,0 @@ -#ifdef GL_ES -precision highp float; -#endif - -uniform vec2 u_resolution; -uniform float u_time; -uniform float u_speed; -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)); - - float time = u_time * u_speed; - - uv.x = r - .25*time; - uv.y = cos(a*5.0 + 2.0*sin(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/ZInvert.frag.glsl b/assets/shaders/ZInvert.frag.glsl deleted file mode 100644 index 1566b881..00000000 --- a/assets/shaders/ZInvert.frag.glsl +++ /dev/null @@ -1,26 +0,0 @@ -#ifdef GL_ES -precision highp float; -#endif - -uniform vec2 u_resolution; -uniform float u_time; -uniform float u_speed; -uniform sampler2D u_tex0; - -void main(void) -{ - vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; - vec2 uv; - - float time = u_time * u_speed; - - float a = atan(p.y,p.x); - float r = sqrt(dot(p,p)); - - uv.x = cos(0.6+time) + cos(cos(1.2+time)+a)/r; - uv.y = cos(0.3+time) + sin(cos(2.0+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/radialBlur.frag.glsl b/assets/shaders/radialBlur.frag.glsl deleted file mode 100644 index c4520e58..00000000 --- a/assets/shaders/radialBlur.frag.glsl +++ /dev/null @@ -1,46 +0,0 @@ - -precision highp float; - -uniform vec2 u_resolution; -uniform float u_time; -uniform float u_speed; -uniform sampler2D u_tex0; - -vec3 deform( in vec2 p ) -{ - vec2 uv; - - float time = u_time * u_speed; - 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