From 04343eda8c2f870b0da55cfdc8003c99fe1cc4de Mon Sep 17 00:00:00 2001
From: Kris Kowal
Date: Fri, 6 Jul 2012 11:53:10 -0700
Subject: Remove trailing spaces
---
js/helper-classes/RDGE/src/core/script/fx/blur.js | 8 ++++----
js/helper-classes/RDGE/src/core/script/fx/ssao.js | 8 ++++----
2 files changed, 8 insertions(+), 8 deletions(-)
(limited to 'js/helper-classes/RDGE/src/core/script/fx')
diff --git a/js/helper-classes/RDGE/src/core/script/fx/blur.js b/js/helper-classes/RDGE/src/core/script/fx/blur.js
index f105a391..a8788968 100755
--- a/js/helper-classes/RDGE/src/core/script/fx/blur.js
+++ b/js/helper-classes/RDGE/src/core/script/fx/blur.js
@@ -38,7 +38,7 @@ RDGE.fx = RDGE.fx || {};
* See http://prideout.net/archive/bloom/
* @param mipSizes - up to three pow2 mip sizes to be separately blurred
* and combined with the src image, e.g. [256,128,64]
-* @param enAuxTexture - true to enable an extra texture to be added to
+* @param enAuxTexture - true to enable an extra texture to be added to
* the weighted blur mips (see doBlur)
*/
RDGE.fx.fxBlur = function (mipSizes, enAuxTexture) {
@@ -140,10 +140,10 @@ RDGE.fx.fxBlur = function (mipSizes, enAuxTexture) {
* See http://prideout.net/archive/bloom/
* @param srcTexture - source image to blur
* @param dstRenderTarget - where to put the result of the blur
-* @param weights - array of 4 blend weights for the blurred mip levels
-* levels in the form [srcTexture-weight, mip0-weight,
+* @param weights - array of 4 blend weights for the blurred mip levels
+* levels in the form [srcTexture-weight, mip0-weight,
* mip1-weight, mip2-weight]
-* @param auxTexture - null, else an extra texture to be added to the
+* @param auxTexture - null, else an extra texture to be added to the
* weighted blur mips
*/
RDGE.fx.fxBlur.prototype.doBlur = function (srcTexture, dstRenderTarget, weights, auxTexture) {
diff --git a/js/helper-classes/RDGE/src/core/script/fx/ssao.js b/js/helper-classes/RDGE/src/core/script/fx/ssao.js
index e88beef5..39abf523 100755
--- a/js/helper-classes/RDGE/src/core/script/fx/ssao.js
+++ b/js/helper-classes/RDGE/src/core/script/fx/ssao.js
@@ -90,10 +90,10 @@ RDGE.fx.fxSSAO = function (enHRDepth) {
* @param srcTexColor - color surface of rendered scene
* @param srcTexNormDepth - screenspace normal+depth surface for scene; {nx, ny, nz, depth}
* @param dstRenderTarget - where to put the result of SSAO
-* @param sampleRadius -
-* @param intensity -
-* @param distScale -
-* @param bias -
+* @param sampleRadius -
+* @param intensity -
+* @param distScale -
+* @param bias -
*/
RDGE.fx.fxSSAO.prototype.doSSAO = function (srcTexColor, srcTexNormDepth, srcTexHRDepth, dstRenderTarget, sampleRadius, intensity, distScale, bias) {
// Set art params and other uniforms
--
cgit v1.2.3
From 3644cb6def4f681c99959e5729e78ea353441fad Mon Sep 17 00:00:00 2001
From: Kris Kowal
Date: Fri, 6 Jul 2012 12:34:53 -0700
Subject: Normalize to unix line terminators
---
js/helper-classes/RDGE/src/core/script/fx/blur.js | 434 +++++++++++-----------
js/helper-classes/RDGE/src/core/script/fx/ssao.js | 278 +++++++-------
2 files changed, 356 insertions(+), 356 deletions(-)
(limited to 'js/helper-classes/RDGE/src/core/script/fx')
diff --git a/js/helper-classes/RDGE/src/core/script/fx/blur.js b/js/helper-classes/RDGE/src/core/script/fx/blur.js
index a8788968..aa76b9ad 100755
--- a/js/helper-classes/RDGE/src/core/script/fx/blur.js
+++ b/js/helper-classes/RDGE/src/core/script/fx/blur.js
@@ -1,217 +1,217 @@
-/*
-Copyright (c) 2012, Motorola Mobility, Inc
-All Rights Reserved.
-BSD License.
-
-Redistribution and use in source and binary forms, with or without
-modification, are permitted provided that the following conditions are met:
-
- - Redistributions of source code must retain the above copyright notice,
- this list of conditions and the following disclaimer.
- - Redistributions in binary form must reproduce the above copyright
- notice, this list of conditions and the following disclaimer in the
- documentation and/or other materials provided with the distribution.
- - Neither the name of Motorola Mobility nor the names of its contributors
- may be used to endorse or promote products derived from this software
- without specific prior written permission.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
-AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
-IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
-ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
-LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
-CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
-SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
-INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
-CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
-ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
-POSSIBILITY OF SUCH DAMAGE.
- */
-
-
-// RDGE namespaces
-var RDGE = RDGE || {};
-RDGE.fx = RDGE.fx || {};
-
-/**
-* Implements a 5x5 blur.
-* See http://prideout.net/archive/bloom/
-* @param mipSizes - up to three pow2 mip sizes to be separately blurred
-* and combined with the src image, e.g. [256,128,64]
-* @param enAuxTexture - true to enable an extra texture to be added to
-* the weighted blur mips (see doBlur)
-*/
-RDGE.fx.fxBlur = function (mipSizes, enAuxTexture) {
- var separableBlurCombine_fshader = [
- "#ifdef GL_ES",
- "precision highp float;",
- "#endif",
-
- "varying vec2 vTexcoord;", // base tex coord
- "uniform vec4 vWeights;", // blend weights
-
- enAuxTexture ? "uniform sampler2D sTextureAux;" : "", // aux image (unweighted)
- "uniform sampler2D sTexture1;", // source texture #1
- mipSizes[0] ? "uniform sampler2D sTexture2;" : "", // source texture #2
- mipSizes[1] ? "uniform sampler2D sTexture3;" : "", // source texture #3
- mipSizes[2] ? "uniform sampler2D sTexture4;" : "", // source texture #4
-
- "void main()",
- "{",
- "vec4 blurCol = vWeights.x * texture2D(sTexture1, vTexcoord, -32.0);",
- mipSizes[0] ? "blurCol += vWeights.y * texture2D(sTexture2, vTexcoord, -32.0);" : "",
- mipSizes[1] ? "blurCol += vWeights.z * texture2D(sTexture3, vTexcoord, -32.0);" : "",
- mipSizes[2] ? "blurCol += vWeights.w * texture2D(sTexture4, vTexcoord, -32.0);" : "",
-
- enAuxTexture ? "gl_FragColor = texture2D(sTextureAux, vTexcoord, -32.0) + blurCol;" : "gl_FragColor = blurCol;",
- "}"
-
- ].join("\n");
-
-
- function renderInitBlur(quad) {
- quad.shader = RDGE.createShader(gl, 'separableBlur_vshader', 'separableBlur_fshader', ["vert", "texcoord"]);
- quad.renderObj = new RDGE.RenderObject(quad.shader);
-
- quad.vertBuffer = quadBuf.vertexObject;
- quad.uvBuffer = quadBuf.texCoordObject;
-
- quad.renderObj.addTexture("sTexture", 0, RDGE.UNIFORMTYPE.TEXTURE2D);
-
- quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT);
- quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT);
- };
-
- function renderInitCombine(quad) {
- quad.shader = RDGE.createShader(gl, 'separableBlur_vshader', separableBlurCombine_fshader, ["vert", "texcoord"]);
- quad.renderObj = new RDGE.RenderObject(quad.shader);
-
- quad.vertBuffer = quadBuf.vertexObject;
- quad.uvBuffer = quadBuf.texCoordObject;
-
- quad.renderObj.addTexture("sTexture1", 0, RDGE.UNIFORMTYPE.TEXTURE2D);
- quad.renderObj.addTexture("sTexture2", 1, RDGE.UNIFORMTYPE.TEXTURE2D);
- quad.renderObj.addTexture("sTexture3", 2, RDGE.UNIFORMTYPE.TEXTURE2D);
- quad.renderObj.addTexture("sTexture4", 3, RDGE.UNIFORMTYPE.TEXTURE2D);
- quad.renderObj.addTexture("sTextureAux", 4, RDGE.UNIFORMTYPE.TEXTURE2D);
-
- quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT);
- quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT);
- };
-
- // Screen aligned quad geometry
- var quadBuf = getScreenAlignedQuad();
-
- // Fbos for each mip level; two sets are used to pingpong horizontal and vertical blur
- mipSizes = mipSizes || [128, 64, 32];
-
- this.fboSet1 = [];
- this.fboSet2 = [];
-
- for (var i in mipSizes) {
- this.fboSet1.push(createRenderTargetTexture(mipSizes[i], mipSizes[i]));
- this.fboSet2.push(createRenderTargetTexture(mipSizes[i], mipSizes[i]));
- };
-
- // Blitter for downsampling
- this.blitQuad = new RDGE.ScreenQuad(null);
- this.blitQuad.initialize(RDGE.renderInitScreenQuad);
-
- // Blur shader
- this.blurQuad = new RDGE.ScreenQuad(null);
- this.blurQuad.initialize(renderInitBlur);
-
- this.v3Kernel = [5.0 / 16.0, 6.0 / 16.0, 5.0 / 16.0];
- this.blurQuad.renderObj.addUniform("vCoeffs", this.v3Kernel, RDGE.UNIFORMTYPE.FLOAT3);
-
- this.v2Offset = RDGE.vec2.zero();
- this.blurQuad.renderObj.addUniform("vOffset", this.v2Offset, RDGE.UNIFORMTYPE.FLOAT2);
-
- // Combine/blend shader
- this.combineQuad = new RDGE.ScreenQuad(null);
- this.combineQuad.initialize(renderInitCombine);
-
- this.v4Weights = [0.25, 0.25, 0.25, 0.25];
- this.combineQuad.renderObj.addUniform("vWeights", this.v4Weights, RDGE.UNIFORMTYPE.FLOAT4);
-};
-
-/**
-* Blurs the passed render target.
-* See http://prideout.net/archive/bloom/
-* @param srcTexture - source image to blur
-* @param dstRenderTarget - where to put the result of the blur
-* @param weights - array of 4 blend weights for the blurred mip levels
-* levels in the form [srcTexture-weight, mip0-weight,
-* mip1-weight, mip2-weight]
-* @param auxTexture - null, else an extra texture to be added to the
-* weighted blur mips
-*/
-RDGE.fx.fxBlur.prototype.doBlur = function (srcTexture, dstRenderTarget, weights, auxTexture) {
- // Set weights
- this.v4Weights[0] = (weights == undefined) ? 0.25 : weights[0];
- this.v4Weights[1] = (weights == undefined) ? 0.25 : weights[1];
- this.v4Weights[2] = (weights == undefined) ? 0.25 : weights[2];
- this.v4Weights[3] = (weights == undefined) ? 0.25 : weights[3];
-
- // Do horizontal blur of fbo set 1 into fbo set 2
- for (var i = 0, fboSrc, fboDst; (fboSrc = srcTexture) && (fboDst = this.fboSet2[i]); i++) {
- gl.bindFramebuffer(gl.FRAMEBUFFER, fboDst.frameBuffer);
- gl.viewport(0, 0, fboDst.frameBuffer.width, fboDst.frameBuffer.height);
- gl.clear(gl.COLOR_BUFFER_BIT);
- gl.disable(gl.DEPTH_TEST);
-
- this.v2Offset[0] = 0.0;
- this.v2Offset[1] = 1.2 / fboDst.frameBuffer.width;
-
- this.blurQuad.texture = fboSrc;
-
- RDGE.renderProcScreenQuad(this.blurQuad);
- }
-
- // Do vertical blur of fbo set 2 into fbo set 1
- for (var i = 0, fboSrc, fboDst; (fboSrc = this.fboSet2[i]) && (fboDst = this.fboSet1[i]); i++) {
- gl.bindFramebuffer(gl.FRAMEBUFFER, fboDst.frameBuffer);
- gl.viewport(0, 0, fboDst.frameBuffer.width, fboDst.frameBuffer.height);
- gl.clear(gl.COLOR_BUFFER_BIT);
- gl.disable(gl.DEPTH_TEST);
-
- this.v2Offset[0] = 1.2 / fboDst.frameBuffer.width;
- this.v2Offset[1] = 0.0;
-
- this.blurQuad.texture = fboSrc;
-
- RDGE.renderProcScreenQuad(this.blurQuad);
- }
-
- // Do a weighted combine of the textures in fbo set 1
- gl.bindFramebuffer(gl.FRAMEBUFFER, dstRenderTarget ? dstRenderTarget.frameBuffer : null);
- gl.viewport(0, 0, RDGE.globals.width, RDGE.globals.height);
- gl.clear(gl.COLOR_BUFFER_BIT);
-
- gl.disable(gl.DEPTH_TEST);
-
- gl.useProgram(this.combineQuad.shader);
-
- this.combineQuad.renderObj.bindBuffers();
- this.combineQuad.renderObj.bindTextures();
- this.combineQuad.renderObj.bindUniforms();
-
- gl.activeTexture(gl.TEXTURE0);
- gl.bindTexture(gl.TEXTURE_2D, srcTexture);
- gl.activeTexture(gl.TEXTURE1);
- gl.bindTexture(gl.TEXTURE_2D, this.fboSet1[0]);
- gl.activeTexture(gl.TEXTURE2);
- gl.bindTexture(gl.TEXTURE_2D, this.fboSet1[1]);
- gl.activeTexture(gl.TEXTURE3);
- gl.bindTexture(gl.TEXTURE_2D, this.fboSet1[2]);
- gl.activeTexture(gl.TEXTURE4);
- gl.bindTexture(gl.TEXTURE_2D, auxTexture);
- gl.activeTexture(gl.TEXTURE0);
-
- gl.drawArrays(gl.TRIANGLES, 0, 6);
-
- gl.enable(gl.DEPTH_TEST);
- gl.useProgram(null);
-
- return dstRenderTarget;
-};
+/*
+Copyright (c) 2012, Motorola Mobility, Inc
+All Rights Reserved.
+BSD License.
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are met:
+
+ - Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ - Redistributions in binary form must reproduce the above copyright
+ notice, this list of conditions and the following disclaimer in the
+ documentation and/or other materials provided with the distribution.
+ - Neither the name of Motorola Mobility nor the names of its contributors
+ may be used to endorse or promote products derived from this software
+ without specific prior written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
+LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+POSSIBILITY OF SUCH DAMAGE.
+ */
+
+
+// RDGE namespaces
+var RDGE = RDGE || {};
+RDGE.fx = RDGE.fx || {};
+
+/**
+* Implements a 5x5 blur.
+* See http://prideout.net/archive/bloom/
+* @param mipSizes - up to three pow2 mip sizes to be separately blurred
+* and combined with the src image, e.g. [256,128,64]
+* @param enAuxTexture - true to enable an extra texture to be added to
+* the weighted blur mips (see doBlur)
+*/
+RDGE.fx.fxBlur = function (mipSizes, enAuxTexture) {
+ var separableBlurCombine_fshader = [
+ "#ifdef GL_ES",
+ "precision highp float;",
+ "#endif",
+
+ "varying vec2 vTexcoord;", // base tex coord
+ "uniform vec4 vWeights;", // blend weights
+
+ enAuxTexture ? "uniform sampler2D sTextureAux;" : "", // aux image (unweighted)
+ "uniform sampler2D sTexture1;", // source texture #1
+ mipSizes[0] ? "uniform sampler2D sTexture2;" : "", // source texture #2
+ mipSizes[1] ? "uniform sampler2D sTexture3;" : "", // source texture #3
+ mipSizes[2] ? "uniform sampler2D sTexture4;" : "", // source texture #4
+
+ "void main()",
+ "{",
+ "vec4 blurCol = vWeights.x * texture2D(sTexture1, vTexcoord, -32.0);",
+ mipSizes[0] ? "blurCol += vWeights.y * texture2D(sTexture2, vTexcoord, -32.0);" : "",
+ mipSizes[1] ? "blurCol += vWeights.z * texture2D(sTexture3, vTexcoord, -32.0);" : "",
+ mipSizes[2] ? "blurCol += vWeights.w * texture2D(sTexture4, vTexcoord, -32.0);" : "",
+
+ enAuxTexture ? "gl_FragColor = texture2D(sTextureAux, vTexcoord, -32.0) + blurCol;" : "gl_FragColor = blurCol;",
+ "}"
+
+ ].join("\n");
+
+
+ function renderInitBlur(quad) {
+ quad.shader = RDGE.createShader(gl, 'separableBlur_vshader', 'separableBlur_fshader', ["vert", "texcoord"]);
+ quad.renderObj = new RDGE.RenderObject(quad.shader);
+
+ quad.vertBuffer = quadBuf.vertexObject;
+ quad.uvBuffer = quadBuf.texCoordObject;
+
+ quad.renderObj.addTexture("sTexture", 0, RDGE.UNIFORMTYPE.TEXTURE2D);
+
+ quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT);
+ quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT);
+ };
+
+ function renderInitCombine(quad) {
+ quad.shader = RDGE.createShader(gl, 'separableBlur_vshader', separableBlurCombine_fshader, ["vert", "texcoord"]);
+ quad.renderObj = new RDGE.RenderObject(quad.shader);
+
+ quad.vertBuffer = quadBuf.vertexObject;
+ quad.uvBuffer = quadBuf.texCoordObject;
+
+ quad.renderObj.addTexture("sTexture1", 0, RDGE.UNIFORMTYPE.TEXTURE2D);
+ quad.renderObj.addTexture("sTexture2", 1, RDGE.UNIFORMTYPE.TEXTURE2D);
+ quad.renderObj.addTexture("sTexture3", 2, RDGE.UNIFORMTYPE.TEXTURE2D);
+ quad.renderObj.addTexture("sTexture4", 3, RDGE.UNIFORMTYPE.TEXTURE2D);
+ quad.renderObj.addTexture("sTextureAux", 4, RDGE.UNIFORMTYPE.TEXTURE2D);
+
+ quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT);
+ quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT);
+ };
+
+ // Screen aligned quad geometry
+ var quadBuf = getScreenAlignedQuad();
+
+ // Fbos for each mip level; two sets are used to pingpong horizontal and vertical blur
+ mipSizes = mipSizes || [128, 64, 32];
+
+ this.fboSet1 = [];
+ this.fboSet2 = [];
+
+ for (var i in mipSizes) {
+ this.fboSet1.push(createRenderTargetTexture(mipSizes[i], mipSizes[i]));
+ this.fboSet2.push(createRenderTargetTexture(mipSizes[i], mipSizes[i]));
+ };
+
+ // Blitter for downsampling
+ this.blitQuad = new RDGE.ScreenQuad(null);
+ this.blitQuad.initialize(RDGE.renderInitScreenQuad);
+
+ // Blur shader
+ this.blurQuad = new RDGE.ScreenQuad(null);
+ this.blurQuad.initialize(renderInitBlur);
+
+ this.v3Kernel = [5.0 / 16.0, 6.0 / 16.0, 5.0 / 16.0];
+ this.blurQuad.renderObj.addUniform("vCoeffs", this.v3Kernel, RDGE.UNIFORMTYPE.FLOAT3);
+
+ this.v2Offset = RDGE.vec2.zero();
+ this.blurQuad.renderObj.addUniform("vOffset", this.v2Offset, RDGE.UNIFORMTYPE.FLOAT2);
+
+ // Combine/blend shader
+ this.combineQuad = new RDGE.ScreenQuad(null);
+ this.combineQuad.initialize(renderInitCombine);
+
+ this.v4Weights = [0.25, 0.25, 0.25, 0.25];
+ this.combineQuad.renderObj.addUniform("vWeights", this.v4Weights, RDGE.UNIFORMTYPE.FLOAT4);
+};
+
+/**
+* Blurs the passed render target.
+* See http://prideout.net/archive/bloom/
+* @param srcTexture - source image to blur
+* @param dstRenderTarget - where to put the result of the blur
+* @param weights - array of 4 blend weights for the blurred mip levels
+* levels in the form [srcTexture-weight, mip0-weight,
+* mip1-weight, mip2-weight]
+* @param auxTexture - null, else an extra texture to be added to the
+* weighted blur mips
+*/
+RDGE.fx.fxBlur.prototype.doBlur = function (srcTexture, dstRenderTarget, weights, auxTexture) {
+ // Set weights
+ this.v4Weights[0] = (weights == undefined) ? 0.25 : weights[0];
+ this.v4Weights[1] = (weights == undefined) ? 0.25 : weights[1];
+ this.v4Weights[2] = (weights == undefined) ? 0.25 : weights[2];
+ this.v4Weights[3] = (weights == undefined) ? 0.25 : weights[3];
+
+ // Do horizontal blur of fbo set 1 into fbo set 2
+ for (var i = 0, fboSrc, fboDst; (fboSrc = srcTexture) && (fboDst = this.fboSet2[i]); i++) {
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fboDst.frameBuffer);
+ gl.viewport(0, 0, fboDst.frameBuffer.width, fboDst.frameBuffer.height);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ gl.disable(gl.DEPTH_TEST);
+
+ this.v2Offset[0] = 0.0;
+ this.v2Offset[1] = 1.2 / fboDst.frameBuffer.width;
+
+ this.blurQuad.texture = fboSrc;
+
+ RDGE.renderProcScreenQuad(this.blurQuad);
+ }
+
+ // Do vertical blur of fbo set 2 into fbo set 1
+ for (var i = 0, fboSrc, fboDst; (fboSrc = this.fboSet2[i]) && (fboDst = this.fboSet1[i]); i++) {
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fboDst.frameBuffer);
+ gl.viewport(0, 0, fboDst.frameBuffer.width, fboDst.frameBuffer.height);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ gl.disable(gl.DEPTH_TEST);
+
+ this.v2Offset[0] = 1.2 / fboDst.frameBuffer.width;
+ this.v2Offset[1] = 0.0;
+
+ this.blurQuad.texture = fboSrc;
+
+ RDGE.renderProcScreenQuad(this.blurQuad);
+ }
+
+ // Do a weighted combine of the textures in fbo set 1
+ gl.bindFramebuffer(gl.FRAMEBUFFER, dstRenderTarget ? dstRenderTarget.frameBuffer : null);
+ gl.viewport(0, 0, RDGE.globals.width, RDGE.globals.height);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+
+ gl.disable(gl.DEPTH_TEST);
+
+ gl.useProgram(this.combineQuad.shader);
+
+ this.combineQuad.renderObj.bindBuffers();
+ this.combineQuad.renderObj.bindTextures();
+ this.combineQuad.renderObj.bindUniforms();
+
+ gl.activeTexture(gl.TEXTURE0);
+ gl.bindTexture(gl.TEXTURE_2D, srcTexture);
+ gl.activeTexture(gl.TEXTURE1);
+ gl.bindTexture(gl.TEXTURE_2D, this.fboSet1[0]);
+ gl.activeTexture(gl.TEXTURE2);
+ gl.bindTexture(gl.TEXTURE_2D, this.fboSet1[1]);
+ gl.activeTexture(gl.TEXTURE3);
+ gl.bindTexture(gl.TEXTURE_2D, this.fboSet1[2]);
+ gl.activeTexture(gl.TEXTURE4);
+ gl.bindTexture(gl.TEXTURE_2D, auxTexture);
+ gl.activeTexture(gl.TEXTURE0);
+
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
+
+ gl.enable(gl.DEPTH_TEST);
+ gl.useProgram(null);
+
+ return dstRenderTarget;
+};
diff --git a/js/helper-classes/RDGE/src/core/script/fx/ssao.js b/js/helper-classes/RDGE/src/core/script/fx/ssao.js
index 39abf523..fc72c817 100755
--- a/js/helper-classes/RDGE/src/core/script/fx/ssao.js
+++ b/js/helper-classes/RDGE/src/core/script/fx/ssao.js
@@ -1,139 +1,139 @@
-/*
-Copyright (c) 2012, Motorola Mobility, Inc
-All Rights Reserved.
-BSD License.
-
-Redistribution and use in source and binary forms, with or without
-modification, are permitted provided that the following conditions are met:
-
- - Redistributions of source code must retain the above copyright notice,
- this list of conditions and the following disclaimer.
- - Redistributions in binary form must reproduce the above copyright
- notice, this list of conditions and the following disclaimer in the
- documentation and/or other materials provided with the distribution.
- - Neither the name of Motorola Mobility nor the names of its contributors
- may be used to endorse or promote products derived from this software
- without specific prior written permission.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
-AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
-IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
-ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
-LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
-CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
-SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
-INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
-CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
-ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
-POSSIBILITY OF SUCH DAMAGE.
- */
-
-var RDGE = RDGE || {};
-RDGE.fx = RDGE.fx || {};
-
-/**
-* Implements SSAO.
-* See http://www.gamedev.net/page/resources/_/reference/programming/140/lighting-and-shading/a-simple-and-practical-approach-to-ssao-r2753
-* @param v2ScreenSize - size of the viewport in window coordinates
-*/
-RDGE.fx.fxSSAO = function (enHRDepth) {
- function renderInitSSAO(quad) {
- quad.shader = RDGE.createShader(RDGE.globals.gl, 'ssao_vshader', enHRDepth ? 'ssaohr_fshader' : 'ssao_fshader', ["vert", "texcoord"]);
- quad.renderObj = new RDGE.RenderObject(quad.shader);
-
- var quadBuf = getScreenAlignedQuad();
- quad.vertBuffer = quadBuf.vertexObject;
- quad.uvBuffer = quadBuf.texCoordObject;
-
- quad.renderObj.addTexture("sColMap", 0, RDGE.UNIFORMTYPE.TEXTURE2D);
- quad.renderObj.addTexture("sNormDepthMap", 1, RDGE.UNIFORMTYPE.TEXTURE2D);
- quad.renderObj.addTexture("sRandMap", 2, RDGE.UNIFORMTYPE.TEXTURE2D);
- if (enHRDepth)
- quad.renderObj.addTexture("sHRDepthMap", 3, RDGE.UNIFORMTYPE.TEXTURE2D);
-
- quad.renderObj.addBuffers(quad.vertBuffer, RDGE.globals.gl.ARRAY_BUFFER, 3, 0, RDGE.globals.gl.FLOAT);
- quad.renderObj.addBuffers(quad.uvBuffer, RDGE.globals.gl.ARRAY_BUFFER, 2, 2, RDGE.globals.gl.FLOAT);
- };
-
- // Load random normal texture
- this.randTexture = createTexture(RDGE.globals.gl, RDGE.globals.engine._assetPath + "images/random_normal.png");
- RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, this.randTexture);
- RDGE.globals.gl.texParameteri(RDGE.globals.gl.TEXTURE_2D, RDGE.globals.gl.TEXTURE_MIN_FILTER, RDGE.globals.gl.LINEAR);
- RDGE.globals.gl.texParameteri(RDGE.globals.gl.TEXTURE_2D, RDGE.globals.gl.TEXTURE_WRAP_S, RDGE.globals.gl.REPEAT);
- RDGE.globals.gl.texParameteri(RDGE.globals.gl.TEXTURE_2D, RDGE.globals.gl.TEXTURE_WRAP_T, RDGE.globals.gl.REPEAT);
-
- // Whether or not to use a high res depth texture
- this.enHRDepth = enHRDepth;
-
- // Quad for full screen pass
- this.ssaoQuad = new RDGE.ScreenQuad(null);
- this.ssaoQuad.initialize(renderInitSSAO);
-
- // Set up uniforms
- var activeCam = g_cameraManager.getActiveCamera();
- this.v3FrustumFLT = activeCam.getFTR();
- this.ssaoQuad.renderObj.addUniform("u_frustumFLT", this.v3FrustumFLT, RDGE.UNIFORMTYPE.FLOAT3);
-
- this.v4ArtVals = [1.0, 1.0, 1.0, 1.0];
- this.ssaoQuad.renderObj.addUniform("u_artVals", this.v4ArtVals, RDGE.UNIFORMTYPE.FLOAT4);
-
- this.fRandMapSize = 64.0;
- this.ssaoQuad.renderObj.addUniform("u_randMapSize", this.fRandMapSize, RDGE.UNIFORMTYPE.FLOAT);
-
- this.v2ScreenSize = [1024, 1024];
- this.ssaoQuad.renderObj.addUniform("u_screenSize", this.v2ScreenSize, RDGE.UNIFORMTYPE.FLOAT2);
-};
-
-/**
-* Contributes SSAO to the passed offscreen surface, rendering to another surface.
-* See http://www.gamedev.net/page/resources/_/reference/programming/140/lighting-and-shading/a-simple-and-practical-approach-to-ssao-r2753
-* @param srcTexColor - color surface of rendered scene
-* @param srcTexNormDepth - screenspace normal+depth surface for scene; {nx, ny, nz, depth}
-* @param dstRenderTarget - where to put the result of SSAO
-* @param sampleRadius -
-* @param intensity -
-* @param distScale -
-* @param bias -
-*/
-RDGE.fx.fxSSAO.prototype.doSSAO = function (srcTexColor, srcTexNormDepth, srcTexHRDepth, dstRenderTarget, sampleRadius, intensity, distScale, bias) {
- // Set art params and other uniforms
- this.v4ArtVals[0] = sampleRadius;
- this.v4ArtVals[1] = intensity;
- this.v4ArtVals[2] = distScale;
- this.v4ArtVals[3] = bias;
-
- this.v2ScreenSize[0] = dstRenderTarget ? dstRenderTarget.frameBuffer.width : RDGE.globals.width;
- this.v2ScreenSize[1] = dstRenderTarget ? dstRenderTarget.frameBuffer.height : RDGE.globals.height;
-
- // Do ssao
- RDGE.globals.gl.bindFramebuffer(RDGE.globals.gl.FRAMEBUFFER, dstRenderTarget ? dstRenderTarget.frameBuffer : null);
- // gl.viewport(0, 0, 99999, 99999);
- RDGE.globals.gl.clear(RDGE.globals.gl.COLOR_BUFFER_BIT);
-
- RDGE.globals.gl.disable(RDGE.globals.gl.DEPTH_TEST);
-
- RDGE.globals.gl.useProgram(this.ssaoQuad.shader);
-
- this.ssaoQuad.renderObj.bindBuffers();
- this.ssaoQuad.renderObj.bindTextures();
- this.ssaoQuad.renderObj.bindUniforms();
-
- RDGE.globals.gl.activeTexture(RDGE.globals.gl.TEXTURE0);
- RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, srcTexColor);
- RDGE.globals.gl.activeTexture(RDGE.globals.gl.TEXTURE1);
- RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, srcTexNormDepth);
- RDGE.globals.gl.activeTexture(RDGE.globals.gl.TEXTURE2);
- RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, this.randTexture);
- if (this.enHRDepth) {
- RDGE.globals.gl.activeTexture(RDGE.globals.gl.TEXTURE3);
- RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, srcTexHRDepth);
- }
- RDGE.globals.gl.activeTexture(RDGE.globals.gl.TEXTURE0);
-
- RDGE.globals.gl.drawArrays(RDGE.globals.gl.TRIANGLES, 0, 6);
-
- RDGE.globals.gl.enable(RDGE.globals.gl.DEPTH_TEST);
- RDGE.globals.gl.useProgram(null);
-
- return dstRenderTarget;
-};
+/*
+Copyright (c) 2012, Motorola Mobility, Inc
+All Rights Reserved.
+BSD License.
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are met:
+
+ - Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ - Redistributions in binary form must reproduce the above copyright
+ notice, this list of conditions and the following disclaimer in the
+ documentation and/or other materials provided with the distribution.
+ - Neither the name of Motorola Mobility nor the names of its contributors
+ may be used to endorse or promote products derived from this software
+ without specific prior written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
+LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+POSSIBILITY OF SUCH DAMAGE.
+ */
+
+var RDGE = RDGE || {};
+RDGE.fx = RDGE.fx || {};
+
+/**
+* Implements SSAO.
+* See http://www.gamedev.net/page/resources/_/reference/programming/140/lighting-and-shading/a-simple-and-practical-approach-to-ssao-r2753
+* @param v2ScreenSize - size of the viewport in window coordinates
+*/
+RDGE.fx.fxSSAO = function (enHRDepth) {
+ function renderInitSSAO(quad) {
+ quad.shader = RDGE.createShader(RDGE.globals.gl, 'ssao_vshader', enHRDepth ? 'ssaohr_fshader' : 'ssao_fshader', ["vert", "texcoord"]);
+ quad.renderObj = new RDGE.RenderObject(quad.shader);
+
+ var quadBuf = getScreenAlignedQuad();
+ quad.vertBuffer = quadBuf.vertexObject;
+ quad.uvBuffer = quadBuf.texCoordObject;
+
+ quad.renderObj.addTexture("sColMap", 0, RDGE.UNIFORMTYPE.TEXTURE2D);
+ quad.renderObj.addTexture("sNormDepthMap", 1, RDGE.UNIFORMTYPE.TEXTURE2D);
+ quad.renderObj.addTexture("sRandMap", 2, RDGE.UNIFORMTYPE.TEXTURE2D);
+ if (enHRDepth)
+ quad.renderObj.addTexture("sHRDepthMap", 3, RDGE.UNIFORMTYPE.TEXTURE2D);
+
+ quad.renderObj.addBuffers(quad.vertBuffer, RDGE.globals.gl.ARRAY_BUFFER, 3, 0, RDGE.globals.gl.FLOAT);
+ quad.renderObj.addBuffers(quad.uvBuffer, RDGE.globals.gl.ARRAY_BUFFER, 2, 2, RDGE.globals.gl.FLOAT);
+ };
+
+ // Load random normal texture
+ this.randTexture = createTexture(RDGE.globals.gl, RDGE.globals.engine._assetPath + "images/random_normal.png");
+ RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, this.randTexture);
+ RDGE.globals.gl.texParameteri(RDGE.globals.gl.TEXTURE_2D, RDGE.globals.gl.TEXTURE_MIN_FILTER, RDGE.globals.gl.LINEAR);
+ RDGE.globals.gl.texParameteri(RDGE.globals.gl.TEXTURE_2D, RDGE.globals.gl.TEXTURE_WRAP_S, RDGE.globals.gl.REPEAT);
+ RDGE.globals.gl.texParameteri(RDGE.globals.gl.TEXTURE_2D, RDGE.globals.gl.TEXTURE_WRAP_T, RDGE.globals.gl.REPEAT);
+
+ // Whether or not to use a high res depth texture
+ this.enHRDepth = enHRDepth;
+
+ // Quad for full screen pass
+ this.ssaoQuad = new RDGE.ScreenQuad(null);
+ this.ssaoQuad.initialize(renderInitSSAO);
+
+ // Set up uniforms
+ var activeCam = g_cameraManager.getActiveCamera();
+ this.v3FrustumFLT = activeCam.getFTR();
+ this.ssaoQuad.renderObj.addUniform("u_frustumFLT", this.v3FrustumFLT, RDGE.UNIFORMTYPE.FLOAT3);
+
+ this.v4ArtVals = [1.0, 1.0, 1.0, 1.0];
+ this.ssaoQuad.renderObj.addUniform("u_artVals", this.v4ArtVals, RDGE.UNIFORMTYPE.FLOAT4);
+
+ this.fRandMapSize = 64.0;
+ this.ssaoQuad.renderObj.addUniform("u_randMapSize", this.fRandMapSize, RDGE.UNIFORMTYPE.FLOAT);
+
+ this.v2ScreenSize = [1024, 1024];
+ this.ssaoQuad.renderObj.addUniform("u_screenSize", this.v2ScreenSize, RDGE.UNIFORMTYPE.FLOAT2);
+};
+
+/**
+* Contributes SSAO to the passed offscreen surface, rendering to another surface.
+* See http://www.gamedev.net/page/resources/_/reference/programming/140/lighting-and-shading/a-simple-and-practical-approach-to-ssao-r2753
+* @param srcTexColor - color surface of rendered scene
+* @param srcTexNormDepth - screenspace normal+depth surface for scene; {nx, ny, nz, depth}
+* @param dstRenderTarget - where to put the result of SSAO
+* @param sampleRadius -
+* @param intensity -
+* @param distScale -
+* @param bias -
+*/
+RDGE.fx.fxSSAO.prototype.doSSAO = function (srcTexColor, srcTexNormDepth, srcTexHRDepth, dstRenderTarget, sampleRadius, intensity, distScale, bias) {
+ // Set art params and other uniforms
+ this.v4ArtVals[0] = sampleRadius;
+ this.v4ArtVals[1] = intensity;
+ this.v4ArtVals[2] = distScale;
+ this.v4ArtVals[3] = bias;
+
+ this.v2ScreenSize[0] = dstRenderTarget ? dstRenderTarget.frameBuffer.width : RDGE.globals.width;
+ this.v2ScreenSize[1] = dstRenderTarget ? dstRenderTarget.frameBuffer.height : RDGE.globals.height;
+
+ // Do ssao
+ RDGE.globals.gl.bindFramebuffer(RDGE.globals.gl.FRAMEBUFFER, dstRenderTarget ? dstRenderTarget.frameBuffer : null);
+ // gl.viewport(0, 0, 99999, 99999);
+ RDGE.globals.gl.clear(RDGE.globals.gl.COLOR_BUFFER_BIT);
+
+ RDGE.globals.gl.disable(RDGE.globals.gl.DEPTH_TEST);
+
+ RDGE.globals.gl.useProgram(this.ssaoQuad.shader);
+
+ this.ssaoQuad.renderObj.bindBuffers();
+ this.ssaoQuad.renderObj.bindTextures();
+ this.ssaoQuad.renderObj.bindUniforms();
+
+ RDGE.globals.gl.activeTexture(RDGE.globals.gl.TEXTURE0);
+ RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, srcTexColor);
+ RDGE.globals.gl.activeTexture(RDGE.globals.gl.TEXTURE1);
+ RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, srcTexNormDepth);
+ RDGE.globals.gl.activeTexture(RDGE.globals.gl.TEXTURE2);
+ RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, this.randTexture);
+ if (this.enHRDepth) {
+ RDGE.globals.gl.activeTexture(RDGE.globals.gl.TEXTURE3);
+ RDGE.globals.gl.bindTexture(RDGE.globals.gl.TEXTURE_2D, srcTexHRDepth);
+ }
+ RDGE.globals.gl.activeTexture(RDGE.globals.gl.TEXTURE0);
+
+ RDGE.globals.gl.drawArrays(RDGE.globals.gl.TRIANGLES, 0, 6);
+
+ RDGE.globals.gl.enable(RDGE.globals.gl.DEPTH_TEST);
+ RDGE.globals.gl.useProgram(null);
+
+ return dstRenderTarget;
+};
--
cgit v1.2.3
From fdbec324dad4ab33d97282ab021d2c1661bc097c Mon Sep 17 00:00:00 2001
From: Kris Kowal
Date: Mon, 9 Jul 2012 16:27:52 -0700
Subject: BSD License
---
js/helper-classes/RDGE/src/core/script/fx/blur.js | 23 ++++++++++++-----------
js/helper-classes/RDGE/src/core/script/fx/ssao.js | 23 ++++++++++++-----------
2 files changed, 24 insertions(+), 22 deletions(-)
(limited to 'js/helper-classes/RDGE/src/core/script/fx')
diff --git a/js/helper-classes/RDGE/src/core/script/fx/blur.js b/js/helper-classes/RDGE/src/core/script/fx/blur.js
index aa76b9ad..72fc22ea 100755
--- a/js/helper-classes/RDGE/src/core/script/fx/blur.js
+++ b/js/helper-classes/RDGE/src/core/script/fx/blur.js
@@ -1,24 +1,25 @@
/*
-Copyright (c) 2012, Motorola Mobility, Inc
+Copyright (c) 2012, Motorola Mobility LLC.
All Rights Reserved.
-BSD License.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
- - Redistributions of source code must retain the above copyright notice,
- this list of conditions and the following disclaimer.
- - Redistributions in binary form must reproduce the above copyright
- notice, this list of conditions and the following disclaimer in the
- documentation and/or other materials provided with the distribution.
- - Neither the name of Motorola Mobility nor the names of its contributors
- may be used to endorse or promote products derived from this software
- without specific prior written permission.
+* Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+
+* Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+
+* Neither the name of Motorola Mobility LLC nor the names of its
+ contributors may be used to endorse or promote products derived from this
+ software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
-ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
+ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
diff --git a/js/helper-classes/RDGE/src/core/script/fx/ssao.js b/js/helper-classes/RDGE/src/core/script/fx/ssao.js
index fc72c817..08b9bb3b 100755
--- a/js/helper-classes/RDGE/src/core/script/fx/ssao.js
+++ b/js/helper-classes/RDGE/src/core/script/fx/ssao.js
@@ -1,24 +1,25 @@
/*
-Copyright (c) 2012, Motorola Mobility, Inc
+Copyright (c) 2012, Motorola Mobility LLC.
All Rights Reserved.
-BSD License.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
- - Redistributions of source code must retain the above copyright notice,
- this list of conditions and the following disclaimer.
- - Redistributions in binary form must reproduce the above copyright
- notice, this list of conditions and the following disclaimer in the
- documentation and/or other materials provided with the distribution.
- - Neither the name of Motorola Mobility nor the names of its contributors
- may be used to endorse or promote products derived from this software
- without specific prior written permission.
+* Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+
+* Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+
+* Neither the name of Motorola Mobility LLC nor the names of its
+ contributors may be used to endorse or promote products derived from this
+ software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
-ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
+ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
--
cgit v1.2.3