diff options
56 files changed, 0 insertions, 3676 deletions
diff --git a/shaders/cairo-gl/1.frag b/shaders/cairo-gl/1.frag deleted file mode 100644 index 41c7e35..0000000 --- a/shaders/cairo-gl/1.frag +++ /dev/null @@ -1,6 +0,0 @@ -uniform vec4 color; -void main() -{ - gl_FragColor = color; -} - diff --git a/shaders/cairo-gl/1.vert b/shaders/cairo-gl/1.vert deleted file mode 100644 index 03b57f1..0000000 --- a/shaders/cairo-gl/1.vert +++ /dev/null @@ -1,10 +0,0 @@ -attribute vec4 Vertex; -attribute vec4 Color; -attribute vec4 MultiTexCoord0; -attribute vec4 MultiTexCoord1; -uniform mat4 ModelViewProjectionMatrix; -void main() -{ - gl_Position = ModelViewProjectionMatrix * Vertex; -} - diff --git a/shaders/cairo-gl/10.frag b/shaders/cairo-gl/10.frag deleted file mode 100644 index b35f011..0000000 --- a/shaders/cairo-gl/10.frag +++ /dev/null @@ -1,16 +0,0 @@ -varying vec2 source_texcoords; -uniform sampler1D source_sampler; - -vec4 get_source() -{ - return texture1D (source_sampler, source_texcoords.x); -} -vec4 get_mask() -{ - return vec4 (0, 0, 0, 1); -} -void main() -{ - gl_FragColor = get_source() * get_mask().a; -} - diff --git a/shaders/cairo-gl/2.frag b/shaders/cairo-gl/2.frag deleted file mode 100644 index 3a19bd5..0000000 --- a/shaders/cairo-gl/2.frag +++ /dev/null @@ -1,17 +0,0 @@ -varying vec2 source_texcoords; -uniform sampler1D source_sampler; - -vec4 get_source() -{ - return texture1D (source_sampler, source_texcoords.x); -} -varying float mask_coverage; -vec4 get_mask() -{ - return vec4(0, 0, 0, mask_coverage); -} -void main() -{ - gl_FragColor = get_source() * get_mask().a; -} - diff --git a/shaders/cairo-gl/2.vert b/shaders/cairo-gl/2.vert deleted file mode 100644 index 7fafc49..0000000 --- a/shaders/cairo-gl/2.vert +++ /dev/null @@ -1,14 +0,0 @@ -varying vec2 source_texcoords; -varying float mask_coverage; -attribute vec4 Vertex; -attribute vec4 Color; -attribute vec4 MultiTexCoord0; -attribute vec4 MultiTexCoord1; -uniform mat4 ModelViewProjectionMatrix; -void main() -{ - gl_Position = ModelViewProjectionMatrix * Vertex; - source_texcoords = MultiTexCoord0.xy; - mask_coverage = Color.a; -} - diff --git a/shaders/cairo-gl/3.frag b/shaders/cairo-gl/3.frag deleted file mode 100644 index ca1bb2d..0000000 --- a/shaders/cairo-gl/3.frag +++ /dev/null @@ -1,15 +0,0 @@ -uniform vec4 source_constant; -vec4 get_source() -{ - return source_constant; -} -varying float mask_coverage; -vec4 get_mask() -{ - return vec4(0, 0, 0, mask_coverage); -} -void main() -{ - gl_FragColor = get_source() * get_mask().a; -} - diff --git a/shaders/cairo-gl/3.vert b/shaders/cairo-gl/3.vert deleted file mode 100644 index 1dfce8d..0000000 --- a/shaders/cairo-gl/3.vert +++ /dev/null @@ -1,12 +0,0 @@ -varying float mask_coverage; -attribute vec4 Vertex; -attribute vec4 Color; -attribute vec4 MultiTexCoord0; -attribute vec4 MultiTexCoord1; -uniform mat4 ModelViewProjectionMatrix; -void main() -{ - gl_Position = ModelViewProjectionMatrix * Vertex; - mask_coverage = Color.a; -} - diff --git a/shaders/cairo-gl/4.frag b/shaders/cairo-gl/4.frag deleted file mode 100644 index e5cd0a3..0000000 --- a/shaders/cairo-gl/4.frag +++ /dev/null @@ -1,16 +0,0 @@ -uniform vec4 source_constant; -vec4 get_source() -{ - return source_constant; -} -uniform sampler2D mask_sampler; -varying vec2 mask_texcoords; -vec4 get_mask() -{ - return texture2D(mask_sampler, mask_texcoords); -} -void main() -{ - gl_FragColor = get_source() * get_mask().a; -} - diff --git a/shaders/cairo-gl/4.vert b/shaders/cairo-gl/4.vert deleted file mode 100644 index e2c73d4..0000000 --- a/shaders/cairo-gl/4.vert +++ /dev/null @@ -1,12 +0,0 @@ -varying vec2 mask_texcoords; -attribute vec4 Vertex; -attribute vec4 Color; -attribute vec4 MultiTexCoord0; -attribute vec4 MultiTexCoord1; -uniform mat4 ModelViewProjectionMatrix; -void main() -{ - gl_Position = ModelViewProjectionMatrix * Vertex; - mask_texcoords = MultiTexCoord1.xy; -} - diff --git a/shaders/cairo-gl/5.frag b/shaders/cairo-gl/5.frag deleted file mode 100644 index b233478..0000000 --- a/shaders/cairo-gl/5.frag +++ /dev/null @@ -1,16 +0,0 @@ -uniform sampler2D source_sampler; -varying vec2 source_texcoords; -vec4 get_source() -{ - return texture2D(source_sampler, source_texcoords); -} -varying float mask_coverage; -vec4 get_mask() -{ - return vec4(0, 0, 0, mask_coverage); -} -void main() -{ - gl_FragColor = get_source() * get_mask().a; -} - diff --git a/shaders/cairo-gl/5.vert b/shaders/cairo-gl/5.vert deleted file mode 100644 index a1802af..0000000 --- a/shaders/cairo-gl/5.vert +++ /dev/null @@ -1,12 +0,0 @@ -varying vec2 source_texcoords; -attribute vec4 Vertex; -attribute vec4 Color; -attribute vec4 MultiTexCoord0; -attribute vec4 MultiTexCoord1; -uniform mat4 ModelViewProjectionMatrix; -void main() -{ - gl_Position = ModelViewProjectionMatrix * Vertex; - source_texcoords = MultiTexCoord0.xy; -} - diff --git a/shaders/cairo-gl/6.frag b/shaders/cairo-gl/6.frag deleted file mode 100644 index 1b53343..0000000 --- a/shaders/cairo-gl/6.frag +++ /dev/null @@ -1,16 +0,0 @@ -uniform vec4 source_constant; -vec4 get_source() -{ - return source_constant; -} -uniform sampler2D mask_sampler; -varying vec2 mask_texcoords; -vec4 get_mask() -{ - return texture2D(mask_sampler, mask_texcoords); -} -void main() -{ - gl_FragColor = get_source().a * get_mask(); -} - diff --git a/shaders/cairo-gl/7.frag b/shaders/cairo-gl/7.frag deleted file mode 100644 index ef8d27b..0000000 --- a/shaders/cairo-gl/7.frag +++ /dev/null @@ -1,16 +0,0 @@ -uniform vec4 source_constant; -vec4 get_source() -{ - return source_constant; -} -uniform sampler2D mask_sampler; -varying vec2 mask_texcoords; -vec4 get_mask() -{ - return texture2D(mask_sampler, mask_texcoords); -} -void main() -{ - gl_FragColor = get_source() * get_mask(); -} - diff --git a/shaders/cairo-gl/8.frag b/shaders/cairo-gl/8.frag deleted file mode 100644 index bb36d42..0000000 --- a/shaders/cairo-gl/8.frag +++ /dev/null @@ -1,14 +0,0 @@ -uniform vec4 source_constant; -vec4 get_source() -{ - return source_constant; -} -vec4 get_mask() -{ - return vec4 (0, 0, 0, 1); -} -void main() -{ - gl_FragColor = get_source() * get_mask().a; -} - diff --git a/shaders/cairo-gl/9.frag b/shaders/cairo-gl/9.frag deleted file mode 100644 index 89bb34b..0000000 --- a/shaders/cairo-gl/9.frag +++ /dev/null @@ -1,15 +0,0 @@ -uniform sampler2D source_sampler; -varying vec2 source_texcoords; -vec4 get_source() -{ - return texture2D(source_sampler, source_texcoords); -} -vec4 get_mask() -{ - return vec4 (0, 0, 0, 1); -} -void main() -{ - gl_FragColor = get_source() * get_mask().a; -} - diff --git a/shaders/gst-gl-bulge.frag b/shaders/gst-gl-bulge.frag deleted file mode 100644 index 86980c3..0000000 --- a/shaders/gst-gl-bulge.frag +++ /dev/null @@ -1,43 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -uniform float width, height; -void main () { - vec2 tex_size = vec2 (width, height); - vec2 texturecoord = gl_TexCoord[0].xy; - vec2 normcoord; - normcoord = texturecoord / tex_size - 1.0; - float r = length (normcoord); - normcoord *= smoothstep (-0.1, 0.5, r); - texturecoord = (normcoord + 1.0) * tex_size; - vec4 color = texture2DRect (tex, texturecoord); - gl_FragColor = color; -} diff --git a/shaders/gst-gl-bumper.frag b/shaders/gst-gl-bumper.frag deleted file mode 100644 index 395428c..0000000 --- a/shaders/gst-gl-bumper.frag +++ /dev/null @@ -1,61 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Cyril Comparon <cyril.comparon@gmail.com> - * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect texture0; -uniform sampler2DRect texture1; - -varying vec3 vNormal; -varying vec3 vTangent; -varying vec3 vVertexToLight0; -varying vec3 vVertexToLight1; - -void main() -{ - // get the color of the textures - vec4 textureColor = texture2DRect(texture0, gl_TexCoord[0].st); - vec3 normalmapItem = texture2DRect(texture1, gl_TexCoord[1].st).xyz * 2.0 - 1.0; - - // calculate matrix that transform from tangent space to normalmap space (contrary of intuition) - vec3 binormal = cross(vNormal, vTangent); - mat3 tangentSpace2normalmapSpaceMat = mat3(vTangent, binormal, vNormal); - - // disturb the normal - vec3 disturbedNormal = tangentSpace2normalmapSpaceMat * normalmapItem; - - // calculate the diffuse term and clamping it to [0;1] - float diffuseTerm0 = clamp(dot(disturbedNormal, vVertexToLight0), 0.0, 1.0); - float diffuseTerm1 = clamp(dot(disturbedNormal, vVertexToLight1), 0.0, 1.0); - - vec3 irradiance = (diffuseTerm0 * gl_LightSource[0].diffuse.rgb + diffuseTerm1 * gl_LightSource[1].diffuse.rgb); - - // calculate the final color - gl_FragColor = vec4(irradiance * textureColor.rgb, textureColor.w); -} diff --git a/shaders/gst-gl-bumper.vert b/shaders/gst-gl-bumper.vert deleted file mode 100644 index ad1560b..0000000 --- a/shaders/gst-gl-bumper.vert +++ /dev/null @@ -1,60 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Cyril Comparon <cyril.comparon@gmail.com> - * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -attribute vec3 aTangent; - -varying vec3 vNormal; -varying vec3 vTangent; -varying vec3 vVertexToLight0; -varying vec3 vVertexToLight1; - -void main() -{ - // transform the vertex - gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex; - - // transform the normal and the tangent to scene coords - vNormal = normalize(gl_NormalMatrix * gl_Normal); - vTangent = normalize(gl_NormalMatrix * aTangent); - - // transforming the vertex position to modelview-space - //const vec4 vertexInSceneCoords = gl_ModelViewMatrix * gl_Vertex; - - // calculate the vector from the vertex position to the light position - vVertexToLight0 = normalize(gl_LightSource[0].position).xyz; - vVertexToLight1 = normalize(gl_LightSource[1].position).xyz; - - // transit vertex color - gl_FrontColor = gl_BackColor = gl_Color; - - // use the two first sets of texture coordinates in the fragment shader - gl_TexCoord[0] = gl_MultiTexCoord0; - gl_TexCoord[1] = gl_MultiTexCoord1; -} diff --git a/shaders/gst-gl-convolution.frag b/shaders/gst-gl-convolution.frag deleted file mode 100644 index e21ea7a..0000000 --- a/shaders/gst-gl-convolution.frag +++ /dev/null @@ -1,55 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.20 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#version 120 -/* The #version was added by anholt in converting to piglit due to the - * use of the array constructor. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -uniform float norm_const; -uniform float norm_offset; -uniform float kernel[9]; -void main () { - vec2 offset[9] = vec2[9] ( - vec2(-1.0,-1.0), vec2( 0.0,-1.0), vec2( 1.0,-1.0), - vec2(-1.0, 0.0), vec2( 0.0, 0.0), vec2( 1.0, 0.0), - vec2(-1.0, 1.0), vec2( 0.0, 1.0), vec2( 1.0, 1.0) ); - vec2 texturecoord = gl_TexCoord[0].st; - int i; - vec4 sum = vec4 (0.0); - for (i = 0; i < 9; i++) { - if (kernel[i] != 0.0) { - vec4 neighbor = texture2DRect(tex, texturecoord + vec2(offset[i])); - sum += neighbor * kernel[i]/norm_const; - } - } - gl_FragColor = sum + norm_offset; -} diff --git a/shaders/gst-gl-cube-v.vert b/shaders/gst-gl-cube-v.vert deleted file mode 100644 index 411558d..0000000 --- a/shaders/gst-gl-cube-v.vert +++ /dev/null @@ -1,62 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -/* This shader appeared under #ifdef OPENGL_ES2, but looked interesting enough - * to include in piglit anyway. - */ - -attribute vec4 a_position; -attribute vec2 a_texCoord; -uniform mat4 u_matrix; -uniform float xrot_degree, yrot_degree, zrot_degree; -varying vec2 v_texCoord; -void main() -{ - float PI = 3.14159265; - float xrot = xrot_degree*2.0*PI/360.0; - float yrot = yrot_degree*2.0*PI/360.0; - float zrot = zrot_degree*2.0*PI/360.0; - mat4 matX = mat4 ( - 1.0, 0.0, 0.0, 0.0, - 0.0, cos(xrot), sin(xrot), 0.0, - 0.0, -sin(xrot), cos(xrot), 0.0, - 0.0, 0.0, 0.0, 1.0 ); - mat4 matY = mat4 ( - cos(yrot), 0.0, -sin(yrot), 0.0, - 0.0, 1.0, 0.0, 0.0, - sin(yrot), 0.0, cos(yrot), 0.0, - 0.0, 0.0, 0.0, 1.0 ); - mat4 matZ = mat4 ( - cos(zrot), sin(zrot), 0.0, 0.0, - -sin(zrot), cos(zrot), 0.0, 0.0, - 0.0, 0.0, 1.0, 0.0, - 0.0, 0.0, 0.0, 1.0 ); - gl_Position = u_matrix * matZ * matY * matX * a_position; - v_texCoord = a_texCoord; -} diff --git a/shaders/gst-gl-difference.frag b/shaders/gst-gl-difference.frag deleted file mode 100644 index 8bd25f4..0000000 --- a/shaders/gst-gl-difference.frag +++ /dev/null @@ -1,37 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect saved; -uniform sampler2DRect current; -void main () { -vec4 savedcolor = texture2DRect (saved, gl_TexCoord[0].st); -vec4 currentcolor = texture2DRect (current, gl_TexCoord[0].st); -gl_FragColor = vec4 (step (0.12, length (savedcolor - currentcolor))); -} diff --git a/shaders/gst-gl-fisheye.frag b/shaders/gst-gl-fisheye.frag deleted file mode 100644 index d63a17b..0000000 --- a/shaders/gst-gl-fisheye.frag +++ /dev/null @@ -1,43 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -uniform float width, height; -void main () { - vec2 tex_size = vec2 (width, height); - vec2 texturecoord = gl_TexCoord[0].xy; - vec2 normcoord; - normcoord = texturecoord / tex_size - 1.0; - float r = length (normcoord); - normcoord *= r/sqrt(2.0); - texturecoord = (normcoord + 1.0) * tex_size; - vec4 color = texture2DRect (tex, texturecoord); - gl_FragColor = color; -} diff --git a/shaders/gst-gl-glass.frag b/shaders/gst-gl-glass.frag deleted file mode 100644 index c206012..0000000 --- a/shaders/gst-gl-glass.frag +++ /dev/null @@ -1,53 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com> - * Inspired from http://www.mdk.org.pl/2007/11/17/gl-colorspace-conversions - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -uniform float width, height; -void main () { - float p = 0.0525; - float L1 = p*width; - float L2 = width - L1; - float L3 = height - L1; - float w = 1.0; - float r = L1; - if (gl_TexCoord[0].x < L1 && gl_TexCoord[0].y < L1) - r = sqrt( (gl_TexCoord[0].x - L1) * (gl_TexCoord[0].x - L1) + (gl_TexCoord[0].y - L1) * (gl_TexCoord[0].y - L1) ); - else if (gl_TexCoord[0].x > L2 && gl_TexCoord[0].y < L1) - r = sqrt( (gl_TexCoord[0].x - L2) * (gl_TexCoord[0].x - L2) + (gl_TexCoord[0].y - L1) * (gl_TexCoord[0].y - L1) ); - else if (gl_TexCoord[0].x > L2 && gl_TexCoord[0].y > L3) - r = sqrt( (gl_TexCoord[0].x - L2) * (gl_TexCoord[0].x - L2) + (gl_TexCoord[0].y - L3) * (gl_TexCoord[0].y - L3) ); - else if (gl_TexCoord[0].x < L1 && gl_TexCoord[0].y > L3) - r = sqrt( (gl_TexCoord[0].x - L1) * (gl_TexCoord[0].x - L1) + (gl_TexCoord[0].y - L3) * (gl_TexCoord[0].y - L3) ); - if (r > L1) - w = 0.0; - vec4 color = texture2DRect (tex, gl_TexCoord[0].st); - gl_FragColor = vec4(color.rgb, gl_Color.a * w); -} diff --git a/shaders/gst-gl-greedyh.frag b/shaders/gst-gl-greedyh.frag deleted file mode 100644 index 2a0817e..0000000 --- a/shaders/gst-gl-greedyh.frag +++ /dev/null @@ -1,116 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2009 Julien Isorce <julien.isorce@mail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -uniform sampler2DRect tex_prev; -uniform float max_comb; -uniform float motion_threshold; -uniform float motion_sense; -uniform int width; -uniform int height; - -void main () { - vec2 texcoord = gl_TexCoord[0].xy; - if (int(mod(texcoord.y, 2.0)) == 0) - gl_FragColor = vec4(texture2DRect(tex_prev, texcoord).rgb, 1.0); - else { - // cannot have __ in a var so __ is replaced by _a - vec2 texcoord_L1_a1, texcoord_L3_a1, texcoord_L1, texcoord_L3, texcoord_L1_1, texcoord_L3_1; - vec3 L1_a1, L3_a1, L1, L3, L1_1, L3_1; - - texcoord_L1 = vec2(texcoord.x, texcoord.y - 1.0); - texcoord_L3 = vec2(texcoord.x, texcoord.y + 1.0); - L1 = texture2DRect(tex_prev, texcoord_L1).rgb; - L3 = texture2DRect(tex_prev, texcoord_L3).rgb; - if (int(ceil(texcoord.x)) == width && int(ceil(texcoord.y)) == height) { - L1_1 = L1; - L3_1 = L3; - } else { - texcoord_L1_1 = vec2(texcoord.x + 1.0, texcoord.y - 1.0); - texcoord_L3_1 = vec2(texcoord.x + 1.0, texcoord.y + 1.0); - L1_1 = texture2DRect(tex_prev, texcoord_L1_1).rgb; - L3_1 = texture2DRect(tex_prev, texcoord_L3_1).rgb; - } - if (int(ceil(texcoord.x + texcoord.y)) == 0) { - L1_a1 = L1; - L3_a1 = L3; - } else { - texcoord_L1_a1 = vec2(texcoord.x - 1.0, texcoord.y - 1.0); - texcoord_L3_a1 = vec2(texcoord.x - 1.0, texcoord.y + 1.0); - L1_a1 = texture2DRect(tex_prev, texcoord_L1_a1).rgb; - L3_a1 = texture2DRect(tex_prev, texcoord_L3_a1).rgb; - } - - //STEP 1 - vec3 avg_a1 = (L1_a1 + L3_a1) / 2.0; - vec3 avg = (L1 + L3) / 2.0; - vec3 avg_1 = (L1_1 + L3_1) / 2.0; - - vec3 avg_s = (avg_a1 + avg_1) / 2.0; - - vec3 avg_sc = (avg_s + avg) / 2.0; - - vec3 L2 = texture2DRect(tex, texcoord).rgb; - vec3 LP2 = texture2DRect(tex_prev, texcoord).rgb; - - vec3 best; - - if (abs(L2.r - avg_sc.r) < abs(LP2.r - avg_sc.r)) { - best.r = L2.r; - } else { - best.r = LP2.r; - } - - if (abs(L2.g - avg_sc.g) < abs(LP2.g - avg_sc.g)) { - best.g = L2.g; - } else { - best.g = LP2.g; - } - - if (abs(L2.b - avg_sc.b) < abs(LP2.b - avg_sc.b)) { - best.b = L2.b; - } else { - best.b = LP2.b; - } - - //STEP 2 - vec3 last; - last.r = clamp(best.r, max(min(L1.r, L3.r) - max_comb, 0.0), min(max(L1.r, L3.r) + max_comb, 1.0)); - last.g = clamp(best.g, max(min(L1.g, L3.g) - max_comb, 0.0), min(max(L1.g, L3.g) + max_comb, 1.0)); - last.b = clamp(best.b, max(min(L1.b, L3.b) - max_comb, 0.0), min(max(L1.b, L3.b) + max_comb, 1.0)); - - //STEP 3 - const vec3 luma = vec3 (0.299011, 0.586987, 0.114001); - float mov = min(max(abs(dot(L2 - LP2, luma)) - motion_threshold, 0.0) * motion_sense, 1.0); - last = last * (1.0 - mov) + avg_sc * mov; - - gl_FragColor = vec4(last, 1.0); - } -} diff --git a/shaders/gst-gl-hconv9.frag b/shaders/gst-gl-hconv9.frag deleted file mode 100644 index 01afa31..0000000 --- a/shaders/gst-gl-hconv9.frag +++ /dev/null @@ -1,59 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.20 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -uniform float norm_const; -uniform float norm_offset; -uniform float kernel[9]; - -void main () { -/* float offset[9] = float[9] (-4.0, -3.0, -2.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0); */ -/* don't use array constructor so we don't have to depend on #version 120 */ - float offset[9]; - offset[0] = -4.0; - offset[1] = -3.0; - offset[2] = -2.0; - offset[3] = -1.0; - offset[4] = 0.0; - offset[5] = 1.0; - offset[6] = 2.0; - offset[7] = 3.0; - offset[8] = 4.0; - vec2 texturecoord = gl_TexCoord[0].st; - int i; - vec4 sum = vec4 (0.0); - for (i = 0; i < 9; i++) { - if (kernel[i] != 0.0) { - vec4 neighbor = texture2DRect(tex, vec2(texturecoord.s+offset[i], texturecoord.t)); - sum += neighbor * kernel[i]/norm_const; - } - } - gl_FragColor = sum + norm_offset; -} diff --git a/shaders/gst-gl-interpolate.frag b/shaders/gst-gl-interpolate.frag deleted file mode 100644 index 4402687..0000000 --- a/shaders/gst-gl-interpolate.frag +++ /dev/null @@ -1,38 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect base; -uniform sampler2DRect blend; -void main () { -vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st); -vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st); -vec4 white = vec4(1.0); -gl_FragColor = blendcolor + (1.0 - blendcolor.a) * basecolor; -} diff --git a/shaders/gst-gl-luma-threshold.frag b/shaders/gst-gl-luma-threshold.frag deleted file mode 100644 index 8b1feae..0000000 --- a/shaders/gst-gl-luma-threshold.frag +++ /dev/null @@ -1,38 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -void main () { - vec2 texturecoord = gl_TexCoord[0].st; - int i; - vec4 color = texture2DRect(tex, texturecoord); - float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721)); - gl_FragColor = vec4 (vec3 (smoothstep (0.30, 0.50, luma)), color.a); -} diff --git a/shaders/gst-gl-luma-to-curve.frag b/shaders/gst-gl-luma-to-curve.frag deleted file mode 100644 index 6b36af3..0000000 --- a/shaders/gst-gl-luma-to-curve.frag +++ /dev/null @@ -1,39 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -uniform sampler1D curve; -void main () { - vec2 texturecoord = gl_TexCoord[0].st; - vec4 color = texture2DRect (tex, texturecoord); - float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721)); - color = texture1D(curve, luma); - gl_FragColor = color; -} diff --git a/shaders/gst-gl-mirror.frag b/shaders/gst-gl-mirror.frag deleted file mode 100644 index f770fc0..0000000 --- a/shaders/gst-gl-mirror.frag +++ /dev/null @@ -1,42 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -uniform float width, height; -void main () { - vec2 tex_size = vec2 (width, height); - vec2 texturecoord = gl_TexCoord[0].xy; - vec2 normcoord; - normcoord = texturecoord / tex_size - 1.0; - normcoord.x *= sign (normcoord.x); - texturecoord = (normcoord + 1.0) * tex_size; - vec4 color = texture2DRect (tex, texturecoord); - gl_FragColor = color * gl_Color; -} diff --git a/shaders/gst-gl-mosaic-f.frag b/shaders/gst-gl-mosaic-f.frag deleted file mode 100644 index a7667b4..0000000 --- a/shaders/gst-gl-mosaic-f.frag +++ /dev/null @@ -1,36 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2009 Julien Isorce <julien.isorce@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect s_texture; -varying vec2 v_texCoord; -void main() -{ - gl_FragColor = texture2DRect( s_texture, v_texCoord ); -} diff --git a/shaders/gst-gl-mosaic-v.vert b/shaders/gst-gl-mosaic-v.vert deleted file mode 100644 index 7c64d60..0000000 --- a/shaders/gst-gl-mosaic-v.vert +++ /dev/null @@ -1,59 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2009 Julien Isorce <julien.isorce@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform mat4 u_matrix; -uniform float xrot_degree, yrot_degree, zrot_degree; -attribute vec4 a_position; -attribute vec2 a_texCoord; -varying vec2 v_texCoord; -void main() -{ - float PI = 3.14159265; - float xrot = xrot_degree*2.0*PI/360.0; - float yrot = yrot_degree*2.0*PI/360.0; - float zrot = zrot_degree*2.0*PI/360.0; - mat4 matX = mat4 ( - 1.0, 0.0, 0.0, 0.0, - 0.0, cos(xrot), sin(xrot), 0.0, - 0.0, -sin(xrot), cos(xrot), 0.0, - 0.0, 0.0, 0.0, 1.0 ); - mat4 matY = mat4 ( - cos(yrot), 0.0, -sin(yrot), 0.0, - 0.0, 1.0, 0.0, 0.0, - sin(yrot), 0.0, cos(yrot), 0.0, - 0.0, 0.0, 0.0, 1.0 ); - mat4 matZ = mat4 ( - cos(zrot), sin(zrot), 0.0, 0.0, - -sin(zrot), cos(zrot), 0.0, 0.0, - 0.0, 0.0, 1.0, 0.0, - 0.0, 0.0, 0.0, 1.0 ); - gl_Position = u_matrix * matZ * matY * matX * a_position; - v_texCoord = a_texCoord; -} diff --git a/shaders/gst-gl-multiply.frag b/shaders/gst-gl-multiply.frag deleted file mode 100644 index 536f066..0000000 --- a/shaders/gst-gl-multiply.frag +++ /dev/null @@ -1,38 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect base; -uniform sampler2DRect blend; -uniform float alpha; -void main () { - vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st); - vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st); - gl_FragColor = (1.0 - alpha) * basecolor + alpha * basecolor * blendcolor; -} diff --git a/shaders/gst-gl-rgb-to-curve.frag b/shaders/gst-gl-rgb-to-curve.frag deleted file mode 100644 index 1f6b641..0000000 --- a/shaders/gst-gl-rgb-to-curve.frag +++ /dev/null @@ -1,42 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -uniform sampler1D curve; -void main () { - vec2 texturecoord = gl_TexCoord[0].st; - vec4 color = texture2DRect (tex, texturecoord); - vec4 outcolor; - outcolor.r = texture1D(curve, color.r).r; - outcolor.g = texture1D(curve, color.g).g; - outcolor.b = texture1D(curve, color.b).b; - outcolor.a = color.a; - gl_FragColor = outcolor; -} diff --git a/shaders/gst-gl-sin.frag b/shaders/gst-gl-sin.frag deleted file mode 100644 index 4141e82..0000000 --- a/shaders/gst-gl-sin.frag +++ /dev/null @@ -1,75 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -vec3 rgb2hsl (vec3 v) -{ -/* TODO: check this algorythm */ - float MIN, MAX; - float r, g, b; - float h, l, s; - float delta; - h = 0.0; l = 0.0; s = 0.0; - r = v.r; g = v.g; b = v.b; - MIN = min (r, min (g, b)); - MAX = max (r, max (g, b)); - delta = MAX - MIN; - l = (MAX + MIN) / 2.0; - if ((MAX - MIN) < 0.0001) { h = 0.0; s = 0.0; } - else { - if (l <= 0.5) s = (MAX - MIN) / (MAX + MIN); - else s = (MAX - MIN) / (2.0 - MAX - MIN); - if (r == MAX) h = (g - b) / delta; - else if (g == MAX) h = 2.0 + (b - r) / delta; - else h = 4.0 + (r - g) / delta; - h *= 60.0; - if (h < 0.0) h += 360.0; - } - return vec3 (h, l, s); -} - -void main () { - vec3 HSL, RGB; - vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st)); - float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721)); - HSL = rgb2hsl (color.rgb); -/* move hls discontinuity away from the desired red zone so we can use - * smoothstep.. to try: convert degrees in radiants, divide by 2 and - * smoothstep cosine */ - HSL.x += 180.0; - if ((HSL.x) > 360.0) HSL.x -= 360.0; -/* damn, it is extremely hard to get rid of human face reds! */ -/* picked hue is slightly shifted towards violet to prevent this but - * still fails.. maybe hsl is not well suited for this */ - float a = smoothstep (110.0, 150.0, HSL.x); - float b = smoothstep (170.0, 210.0, HSL.x); - float alpha = a - b; - gl_FragColor = color * alpha + luma * (1.0 - alpha); -} diff --git a/shaders/gst-gl-sobel.frag b/shaders/gst-gl-sobel.frag deleted file mode 100644 index fa797e6..0000000 --- a/shaders/gst-gl-sobel.frag +++ /dev/null @@ -1,60 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.20 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#version 120 -/* The #version was added by anholt in converting to piglit due to the - * use of the array constructor. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -uniform float hkern[9]; -uniform float vkern[9]; -uniform bool invert; -void main () { - vec2 offset[9] = vec2[9] ( vec2(-1.0,-1.0), vec2( 0.0,-1.0), vec2( 1.0,-1.0), - vec2(-1.0, 0.0), vec2( 0.0, 0.0), vec2( 1.0, 0.0), - vec2(-1.0, 1.0), vec2( 0.0, 1.0), vec2( 1.0, 1.0) ); - vec2 texturecoord = gl_TexCoord[0].st; - int i; - float luma; - float gx = 0.0; - float gy = 0.0 ; - for (i = 0; i < 9; i++) { - if(hkern[i] != 0.0 || vkern[i] != 0.0) { - vec4 neighbor = texture2DRect(tex, texturecoord + vec2(offset[i])); - luma = dot(neighbor, vec4(0.2125, 0.7154, 0.0721, neighbor.a)); - gx += luma * hkern[i]; - gy += luma * vkern[i]; - } - } - float g = sqrt(gx*gx + gy*gy); - if (invert) g = 1.0 - g; - gl_FragColor = vec4(vec3(g), 1.0); -} diff --git a/shaders/gst-gl-square.frag b/shaders/gst-gl-square.frag deleted file mode 100644 index d6669a8..0000000 --- a/shaders/gst-gl-square.frag +++ /dev/null @@ -1,45 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -uniform float width; -uniform float height; -void main () { - vec2 tex_size = vec2 (width, height); - vec2 texturecoord = gl_TexCoord[0].xy; - vec2 normcoord; - normcoord = texturecoord / tex_size - 1.0; - float r = length (normcoord); - normcoord *= 1.0 + smoothstep(0.25, 0.5, abs(normcoord)); - normcoord /= 2.0; /* zoom amount */ - texturecoord = (normcoord + 1.0) * tex_size; - vec4 color = texture2DRect (tex, texturecoord); - gl_FragColor = color * gl_Color; -} diff --git a/shaders/gst-gl-squeeze.frag b/shaders/gst-gl-squeeze.frag deleted file mode 100644 index 653307d..0000000 --- a/shaders/gst-gl-squeeze.frag +++ /dev/null @@ -1,44 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -uniform float width, height; -void main () { - vec2 tex_size = vec2 (width, height); - vec2 texturecoord = gl_TexCoord[0].xy; - vec2 normcoord; - normcoord = texturecoord / tex_size - 1.0; - float r = length (normcoord); - r = pow(r, 0.40)*1.3; - normcoord = normcoord / r; - texturecoord = (normcoord + 1.0) * tex_size; - vec4 color = texture2DRect (tex, texturecoord); - gl_FragColor = color * gl_Color; -} diff --git a/shaders/gst-gl-sum.frag b/shaders/gst-gl-sum.frag deleted file mode 100644 index 9737850..0000000 --- a/shaders/gst-gl-sum.frag +++ /dev/null @@ -1,39 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect base; -uniform sampler2DRect blend; -uniform float alpha; -uniform float beta; -void main () { - vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st); - vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st); - gl_FragColor = alpha * basecolor + beta * blendcolor; -} diff --git a/shaders/gst-gl-text-download-i420-yv12.frag b/shaders/gst-gl-text-download-i420-yv12.frag deleted file mode 100644 index 65fb18d..0000000 --- a/shaders/gst-gl-text-download-i420-yv12.frag +++ /dev/null @@ -1,54 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2007 David A. Schleef <ds@schleef.org> - * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com> - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -uniform float w, h; -void main(void) { - float r,g,b,r2,b2,g2,y,u,v; - vec2 nxy=gl_TexCoord[0].xy; - vec2 nxy2=mod(2.0*nxy, vec2(w, h)); - r=texture2DRect(tex,nxy).r; - g=texture2DRect(tex,nxy).g; - b=texture2DRect(tex,nxy).b; - r2=texture2DRect(tex,nxy2).r; - g2=texture2DRect(tex,nxy2).g; - b2=texture2DRect(tex,nxy2).b; - y=0.299011*r + 0.586987*g + 0.114001*b; - u=-0.148246*r2 -0.29102*g2 + 0.439266*b2; - v=0.439271*r2 - 0.367833*g2 - 0.071438*b2 ; - y=0.858885*y + 0.0625; - u=u + 0.5; - v=v + 0.5; - gl_FragData[0] = vec4(y, 0.0, 0.0, 1.0); - gl_FragData[1] = vec4(u, 0.0, 0.0, 1.0); - gl_FragData[2] = vec4(v, 0.0, 0.0, 1.0); -} diff --git a/shaders/gst-gl-text-download-yuy2-uyvy.frag b/shaders/gst-gl-text-download-yuy2-uyvy.frag deleted file mode 100644 index 9dbe97b..0000000 --- a/shaders/gst-gl-text-download-yuy2-uyvy.frag +++ /dev/null @@ -1,54 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2007 David A. Schleef <ds@schleef.org> - * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com> - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -void main(void) { - float fx,fy,r,g,b,r2,g2,b2,y1,y2,u,v; - fx = gl_TexCoord[0].x; - fy = gl_TexCoord[0].y; - r=texture2DRect(tex,vec2(fx*2.0,fy)).r; - g=texture2DRect(tex,vec2(fx*2.0,fy)).g; - b=texture2DRect(tex,vec2(fx*2.0,fy)).b; - r2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).r; - g2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).g; - b2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).b; - y1=0.299011*r + 0.586987*g + 0.114001*b; - y2=0.299011*r2 + 0.586987*g2 + 0.114001*b2; - u=-0.148246*r -0.29102*g + 0.439266*b; - v=0.439271*r - 0.367833*g - 0.071438*b ; - y1=0.858885*y1 + 0.0625; - y2=0.858885*y2 + 0.0625; - u=u + 0.5; - v=v + 0.5; - /* "%s" replaced with "y2,u,y1,v" in conversion to piglit (yuy2 version) */ - gl_FragColor=vec4(y2,u,y1,v); -} diff --git a/shaders/gst-gl-text-upload-ayuv.frag b/shaders/gst-gl-text-upload-ayuv.frag deleted file mode 100644 index 15a59ed..0000000 --- a/shaders/gst-gl-text-upload-ayuv.frag +++ /dev/null @@ -1,47 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2007 David A. Schleef <ds@schleef.org> - * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com> - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -void main(void) { - float r,g,b,y,u,v; - vec2 nxy=gl_TexCoord[0].xy; - y=texture2DRect(tex,nxy).r; - u=texture2DRect(tex,nxy).g; - v=texture2DRect(tex,nxy).b; - y=1.1643*(y-0.0625); - u=u-0.5; - v=v-0.5; - r=y+1.5958*v; - g=y-0.39173*u-0.81290*v; - b=y+2.017*u; - gl_FragColor=vec4(r,g,b,1.0); -} diff --git a/shaders/gst-gl-text-upload-i420-yv12.frag b/shaders/gst-gl-text-upload-i420-yv12.frag deleted file mode 100644 index f6b798a..0000000 --- a/shaders/gst-gl-text-upload-i420-yv12.frag +++ /dev/null @@ -1,49 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2007 David A. Schleef <ds@schleef.org> - * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com> - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect Ytex,Utex,Vtex; -void main(void) { - float r,g,b,y,u,v; - vec2 nxy = gl_TexCoord[0].xy; - /* %s replaced with "" in conversion to piglit -- non-ATI version */ - y=texture2DRect(Ytex,nxy).r; - /* %s replaced with "*0.5" in conversion to piglit -- non-ATI version */ - u=texture2DRect(Utex,nxy*0.5).r; - v=texture2DRect(Vtex,nxy*0.5).r; - y=1.1643*(y-0.0625); - u=u-0.5; - v=v-0.5; - r=y+1.5958*v; - g=y-0.39173*u-0.81290*v; - b=y+2.017*u; - gl_FragColor=vec4(r,g,b,1.0); -} diff --git a/shaders/gst-gl-text-upload-yuy2-uyvy.frag b/shaders/gst-gl-text-upload-yuy2-uyvy.frag deleted file mode 100644 index 93280db..0000000 --- a/shaders/gst-gl-text-upload-yuy2-uyvy.frag +++ /dev/null @@ -1,51 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2007 David A. Schleef <ds@schleef.org> - * Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com> - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect Ytex, UVtex; -void main(void) { - float fx, fy, y, u, v, r, g, b; - fx = gl_TexCoord[0].x; - fy = gl_TexCoord[0].y; - /* %c replaced with 'r' in conversion to piglit -- YUY2 version */ - y = texture2DRect(Ytex,vec2(fx,fy)).r; - /* %c replaced with 'g' in conversion to piglit -- YUY2 version */ - u = texture2DRect(UVtex,vec2(fx*0.5,fy)).g; - /* %c replaced with 'b' in conversion to piglit -- YUY2 version */ - v = texture2DRect(UVtex,vec2(fx*0.5,fy)).b; - y=1.164*(y-0.0627); - u=u-0.5; - v=v-0.5; - r = y+1.5958*v; - g = y-0.39173*u-0.81290*v; - b = y+2.017*u; - gl_FragColor = vec4(r, g, b, 1.0); -} diff --git a/shaders/gst-gl-texture-interp.frag b/shaders/gst-gl-texture-interp.frag deleted file mode 100644 index 41bbdba..0000000 --- a/shaders/gst-gl-texture-interp.frag +++ /dev/null @@ -1,51 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect base; -uniform sampler2DRect blend; -uniform sampler2DRect alpha; -uniform float final_width, final_height; -uniform float base_width, base_height; -/* -uniform float blend_width, blend_height; -uniform float alpha_width, alpha_height; -*/ -void main () { -vec2 base_scale = vec2 (base_width, base_height) / vec2 (final_width, final_height); -/* -vec2 blend_scale = vec2 (blend_width, blend_height) / vec2 (final_width, final_height); -vec2 alpha_scale = vec2 (alpha_width, alpha_height) / vec2 (final_width, final_height); -*/ - -vec4 basecolor = texture2DRect (base, gl_TexCoord[0].st * base_scale); -vec4 blendcolor = texture2DRect (blend, gl_TexCoord[0].st); -vec4 alphacolor = texture2DRect (alpha, gl_TexCoord[0].st); -gl_FragColor = (alphacolor * blendcolor) + (1.0 - alphacolor) * basecolor; -} diff --git a/shaders/gst-gl-tunnel.frag b/shaders/gst-gl-tunnel.frag deleted file mode 100644 index 70f80d0..0000000 --- a/shaders/gst-gl-tunnel.frag +++ /dev/null @@ -1,47 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -uniform float width, height; -void main () { - vec2 tex_size = vec2 (width, height); - vec2 texturecoord = gl_TexCoord[0].xy; - vec2 normcoord; - /* little trick with normalized coords to obtain a circle */ - normcoord = texturecoord / tex_size.x - tex_size / tex_size.x; - float r = length(normcoord); - float phi = atan(normcoord.y, normcoord.x); - r = clamp (r, 0.0, 0.5); /* is there a way to do this without polars? */ - normcoord.x = r * cos(phi); - normcoord.y = r * sin(phi); - texturecoord = (normcoord + tex_size/tex_size.x) * tex_size.x; - vec4 color = texture2DRect (tex, texturecoord); - gl_FragColor = color; -} diff --git a/shaders/gst-gl-twirl.frag b/shaders/gst-gl-twirl.frag deleted file mode 100644 index bb75978..0000000 --- a/shaders/gst-gl-twirl.frag +++ /dev/null @@ -1,46 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -uniform float width, height; -void main () { - vec2 tex_size = vec2 (width, height); - vec2 texturecoord = gl_TexCoord[0].xy; - vec2 normcoord; - normcoord = texturecoord / tex_size - 1.0; - float r = length (normcoord); - float phi = atan (normcoord.y, normcoord.x); - phi += (1.0 - smoothstep (-0.6, 0.6, r)) * 4.8; - normcoord.x = r * cos(phi); - normcoord.y = r * sin(phi); - texturecoord = (normcoord + 1.0) * tex_size; - vec4 color = texture2DRect (tex, texturecoord); - gl_FragColor = color; -} diff --git a/shaders/gst-gl-vconv9.frag b/shaders/gst-gl-vconv9.frag deleted file mode 100644 index e6cdeb1..0000000 --- a/shaders/gst-gl-vconv9.frag +++ /dev/null @@ -1,52 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.20 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * GStreamer - * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com> - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Library General Public - * License as published by the Free Software Foundation; either - * version 2 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Library General Public License for more details. - * - * You should have received a copy of the GNU Library General Public - * License along with this library; if not, write to the - * Free Software Foundation, Inc., 59 Temple Place - Suite 330, - * Boston, MA 02111-1307, USA. - */ - -#version 120 -/* The #version was added by anholt in converting to piglit due to the - * use of the array constructor. - */ - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect tex; -uniform float norm_const; -uniform float norm_offset; -uniform float kernel[9]; -void main () { - float offset[9] = float[9] (-4.0, -3.0, -2.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0); - vec2 texturecoord = gl_TexCoord[0].st; - int i; - vec4 sum = vec4 (0.0); - for (i = 0; i < 9; i++) { - if (kernel[i] != 0.0) { - vec4 neighbor = texture2DRect(tex, vec2(texturecoord.s, texturecoord.t+offset[i])); - sum += neighbor * kernel[i]/norm_const; - } - } - gl_FragColor = sum + norm_offset; -} diff --git a/shaders/norsetto-bumptbn_sh_fp.frag b/shaders/norsetto-bumptbn_sh_fp.frag deleted file mode 100644 index ed90545..0000000 --- a/shaders/norsetto-bumptbn_sh_fp.frag +++ /dev/null @@ -1,68 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * bumpTBN_SH_FP.glsl - ambient, diffuse and specular lighting in tangent space - * with shadow mapping and 4-samples PCF - * - * Simple test GLSL shader - * Copyright (c) 2007 Cesare Tirabassi <norsetto@ubuntu.com> - * - * This program is free software; you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation; version 3 of the License. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - */ - -varying vec3 lvec, vvec; - -uniform sampler2D colorMap; -uniform sampler2D bumpMap; -uniform sampler2DShadow shadowMap; - -const vec2 texmapscale = vec2( 1.0/1024.0, 1.0/1024.0 ); - -vec4 offset_lookup(sampler2DShadow map, vec4 loc, vec2 offset ) -{ - return shadow2DProj( map, vec4(loc.xy + offset * texmapscale * loc.w, loc.z, loc.w ) ); -} - -void main() -{ - vec3 lv = normalize(lvec); - vec3 vv = normalize(vvec); - vec3 nv = 2.0*texture2D(bumpMap, gl_TexCoord[0].st).rgb-1.0; - - float diff = max(dot(lv, nv), 0.0); - - float spec = 0.0; - if (diff != 0.0) - spec = pow( max( dot(-normalize(reflect(lv,nv)), vv), 0.0), 64.0 ); - - vec4 texture = texture2D(colorMap, gl_TexCoord[0].st); - - vec2 offset = mod(gl_FragCoord.xy, 2.0); - - offset.y += offset.x; - if ( offset.y > 1.1) - offset.y = 0.0; - - vec4 shadow = ( offset_lookup( shadowMap, gl_TexCoord[1], offset+vec2(-1.5, 0.5) ) + - offset_lookup( shadowMap, gl_TexCoord[1], offset+vec2( 0.5, 0.5) ) + - offset_lookup( shadowMap, gl_TexCoord[1], offset+vec2(-1.5, -1.5) ) + - offset_lookup( shadowMap, gl_TexCoord[1], offset+vec2( 0.5, -1.5) ) )*0.25; - -// vec4 shadow = shadow2DProj(shadowMap, gl_TexCoord[1]); - - gl_FragColor = texture*( shadow*( 0.1 + 0.75 * diff + spec * texture.a ) + 0.2 ); -} diff --git a/shaders/norsetto-bumptbn_sh_fp.vert b/shaders/norsetto-bumptbn_sh_fp.vert deleted file mode 100644 index bf93986..0000000 --- a/shaders/norsetto-bumptbn_sh_fp.vert +++ /dev/null @@ -1,45 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * bumpTBN_SH_VP.glsl - transforming to tangent space and computing shadow - * mapping matrix - * - * Simple test GLSL shader - * Copyright (c) 2007 Cesare Tirabassi <norsetto@ubuntu.com> - * - * This program is free software; you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation; version 3 of the License. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - */ - -varying vec3 lvec, vvec; -attribute vec3 tangent, binormal; - -void main() -{ - gl_Position = ftransform(); - - gl_TexCoord[0] = gl_MultiTexCoord0; - - gl_TexCoord[1] = gl_TextureMatrix[2] * gl_ModelViewMatrix * gl_Vertex; - - mat3 TBN = mat3(tangent, binormal, gl_Normal); - - lvec = (gl_ModelViewMatrixInverse * gl_LightSource[0].position - gl_Vertex).xyz; - lvec *= TBN; - - vvec = (gl_ModelViewMatrixInverse[3] - gl_Vertex).xyz; - vvec *= TBN; -} diff --git a/shaders/xonotic-vs-generic-diffuse.vert b/shaders/xonotic-vs-generic-diffuse.vert deleted file mode 100644 index 039ce6b..0000000 --- a/shaders/xonotic-vs-generic-diffuse.vert +++ /dev/null @@ -1,1309 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* -Copyright (C) 1996-1997 Id Software, Inc. - -This program is free software; you can redistribute it and/or -modify it under the terms of the GNU General Public License -as published by the Free Software Foundation; either version 2 -of the License, or (at your option) any later version. - -This program is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - -See the GNU General Public License for more details. - -You should have received a copy of the GNU General Public License -along with this program; if not, write to the Free Software -Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. - -*/ - -/* Modification from original source: Pasted in #defines from the C - * source by anholt. - */ -#define VERTEX_SHADER -#define MODE_GENERIC -#define USEDIFFUSE - -/* Begin original shader source. */ -// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader -// written by Forest 'LordHavoc' Hale -// shadowmapping enhancements by Lee 'eihrul' Salzman - -#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE) -# define USEFOG -#endif -#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) -#define USELIGHTMAP -#endif -#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) -#define USEEYEVECTOR -#endif - -#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP) -# extension GL_ARB_texture_rectangle : enable -#endif - -#ifdef USESHADOWMAP2D -# ifdef GL_EXT_gpu_shader4 -# extension GL_EXT_gpu_shader4 : enable -# endif -# ifdef GL_ARB_texture_gather -# extension GL_ARB_texture_gather : enable -# else -# ifdef GL_AMD_texture_texture4 -# extension GL_AMD_texture_texture4 : enable -# endif -# endif -#endif - -#ifdef USESHADOWMAPCUBE -# extension GL_EXT_gpu_shader4 : enable -#endif - -//#ifdef USESHADOWSAMPLER -//# extension GL_ARB_shadow : enable -//#endif - -//#ifdef __GLSL_CG_DATA_TYPES -//# define myhalf half -//# define myhalf2 half2 -//# define myhalf3 half3 -//# define myhalf4 half4 -//#else -# define myhalf float -# define myhalf2 vec2 -# define myhalf3 vec3 -# define myhalf4 vec4 -//#endif - -#ifdef VERTEX_SHADER -uniform mat4 ModelViewProjectionMatrix; -#endif - -#ifdef MODE_DEPTH_OR_SHADOW -#ifdef VERTEX_SHADER -void main(void) -{ - gl_Position = ModelViewProjectionMatrix * gl_Vertex; -} -#endif -#else // !MODE_DEPTH_ORSHADOW - - - - -#ifdef MODE_SHOWDEPTH -#ifdef VERTEX_SHADER -void main(void) -{ - gl_Position = ModelViewProjectionMatrix * gl_Vertex; - gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0); -} -#endif - -#ifdef FRAGMENT_SHADER -void main(void) -{ - gl_FragColor = gl_Color; -} -#endif -#else // !MODE_SHOWDEPTH - - - - -#ifdef MODE_POSTPROCESS -varying vec2 TexCoord1; -varying vec2 TexCoord2; - -#ifdef VERTEX_SHADER -void main(void) -{ - gl_Position = ModelViewProjectionMatrix * gl_Vertex; - TexCoord1 = gl_MultiTexCoord0.xy; -#ifdef USEBLOOM - TexCoord2 = gl_MultiTexCoord4.xy; -#endif -} -#endif - -#ifdef FRAGMENT_SHADER -uniform sampler2D Texture_First; -#ifdef USEBLOOM -uniform sampler2D Texture_Second; -uniform vec4 BloomColorSubtract; -#endif -#ifdef USEGAMMARAMPS -uniform sampler2D Texture_GammaRamps; -#endif -#ifdef USESATURATION -uniform float Saturation; -#endif -#ifdef USEVIEWTINT -uniform vec4 ViewTintColor; -#endif -//uncomment these if you want to use them: -uniform vec4 UserVec1; -uniform vec4 UserVec2; -// uniform vec4 UserVec3; -// uniform vec4 UserVec4; -// uniform float ClientTime; -uniform vec2 PixelSize; -void main(void) -{ - gl_FragColor = texture2D(Texture_First, TexCoord1); -#ifdef USEBLOOM - gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract); -#endif -#ifdef USEVIEWTINT - gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a); -#endif - -#ifdef USEPOSTPROCESSING -// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want -// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component - float sobel = 1.0; - // vec2 ts = textureSize(Texture_First, 0); - // vec2 px = vec2(1/ts.x, 1/ts.y); - vec2 px = PixelSize; - vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; - vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb; - vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; - vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; - vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb; - vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; - vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb; - vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb; - vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb; - vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb; - vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb; - vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb; - float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1); - float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2); - float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3); - float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4); - float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5); - float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6); - float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1); - float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2); - float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3); - float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4); - float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5); - float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6); - sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6); - gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y; - gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y; - gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y; - gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y; - gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y; - gl_FragColor /= (1.0 + 5.0 * UserVec1.y); - gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y; -#endif - -#ifdef USESATURATION - //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter - float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114)); - //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation; - gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation); -#endif - -#ifdef USEGAMMARAMPS - gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r; - gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g; - gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b; -#endif -} -#endif -#else // !MODE_POSTPROCESS - - - - -#ifdef MODE_GENERIC -#ifdef USEDIFFUSE -varying vec2 TexCoord1; -#endif -#ifdef USESPECULAR -varying vec2 TexCoord2; -#endif -#ifdef VERTEX_SHADER -void main(void) -{ - gl_FrontColor = gl_Color; -#ifdef USEDIFFUSE - TexCoord1 = gl_MultiTexCoord0.xy; -#endif -#ifdef USESPECULAR - TexCoord2 = gl_MultiTexCoord1.xy; -#endif - gl_Position = ModelViewProjectionMatrix * gl_Vertex; -} -#endif - -#ifdef FRAGMENT_SHADER -#ifdef USEDIFFUSE -uniform sampler2D Texture_First; -#endif -#ifdef USESPECULAR -uniform sampler2D Texture_Second; -#endif - -void main(void) -{ - gl_FragColor = gl_Color; -#ifdef USEDIFFUSE - gl_FragColor *= texture2D(Texture_First, TexCoord1); -#endif - -#ifdef USESPECULAR - vec4 tex2 = texture2D(Texture_Second, TexCoord2); -# ifdef USECOLORMAPPING - gl_FragColor *= tex2; -# endif -# ifdef USEGLOW - gl_FragColor += tex2; -# endif -# ifdef USEVERTEXTEXTUREBLEND - gl_FragColor = mix(gl_FragColor, tex2, tex2.a); -# endif -#endif -} -#endif -#else // !MODE_GENERIC - - - - -#ifdef MODE_BLOOMBLUR -varying TexCoord; -#ifdef VERTEX_SHADER -void main(void) -{ - gl_FrontColor = gl_Color; - TexCoord = gl_MultiTexCoord0.xy; - gl_Position = ModelViewProjectionMatrix * gl_Vertex; -} -#endif - -#ifdef FRAGMENT_SHADER -uniform sampler2D Texture_First; -uniform vec4 BloomBlur_Parameters; - -void main(void) -{ - int i; - vec2 tc = TexCoord; - vec3 color = texture2D(Texture_First, tc).rgb; - tc += BloomBlur_Parameters.xy; - for (i = 1;i < SAMPLES;i++) - { - color += texture2D(Texture_First, tc).rgb; - tc += BloomBlur_Parameters.xy; - } - gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1); -} -#endif -#else // !MODE_BLOOMBLUR -#ifdef MODE_REFRACTION -varying vec2 TexCoord; -varying vec4 ModelViewProjectionPosition; -uniform mat4 TexMatrix; -#ifdef VERTEX_SHADER - -void main(void) -{ - TexCoord = vec2(TexMatrix * gl_MultiTexCoord0); - gl_Position = ModelViewProjectionMatrix * gl_Vertex; - ModelViewProjectionPosition = gl_Position; -} -#endif - -#ifdef FRAGMENT_SHADER -uniform sampler2D Texture_Normal; -uniform sampler2D Texture_Refraction; -uniform sampler2D Texture_Reflection; - -uniform vec4 DistortScaleRefractReflect; -uniform vec4 ScreenScaleRefractReflect; -uniform vec4 ScreenCenterRefractReflect; -uniform vec4 RefractColor; -uniform vec4 ReflectColor; -uniform float ReflectFactor; -uniform float ReflectOffset; - -void main(void) -{ - vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w); - //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; - vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy; - vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy; - // FIXME temporary hack to detect the case that the reflection - // gets blackened at edges due to leaving the area that contains actual - // content. - // Remove this 'ack once we have a better way to stop this thing from - // 'appening. - float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); - f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); - f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); - f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); - ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); - gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor; -} -#endif -#else // !MODE_REFRACTION - - - - -#ifdef MODE_WATER -varying vec2 TexCoord; -varying vec3 EyeVector; -varying vec4 ModelViewProjectionPosition; -#ifdef VERTEX_SHADER -uniform vec3 EyePosition; -uniform mat4 TexMatrix; - -void main(void) -{ - TexCoord = vec2(TexMatrix * gl_MultiTexCoord0); - vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz; - EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz); - EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz); - EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz); - gl_Position = ModelViewProjectionMatrix * gl_Vertex; - ModelViewProjectionPosition = gl_Position; -} -#endif - -#ifdef FRAGMENT_SHADER -uniform sampler2D Texture_Normal; -uniform sampler2D Texture_Refraction; -uniform sampler2D Texture_Reflection; - -uniform vec4 DistortScaleRefractReflect; -uniform vec4 ScreenScaleRefractReflect; -uniform vec4 ScreenCenterRefractReflect; -uniform vec4 RefractColor; -uniform vec4 ReflectColor; -uniform float ReflectFactor; -uniform float ReflectOffset; - -void main(void) -{ - vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); - //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; - vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; - //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0); - vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect; - // FIXME temporary hack to detect the case that the reflection - // gets blackened at edges due to leaving the area that contains actual - // content. - // Remove this 'ack once we have a better way to stop this thing from - // 'appening. - float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05); - f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05); - f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05); - f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05); - ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f); - f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05); - f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05); - f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05); - f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05); - ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f); - float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset; - gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel); -} -#endif -#else // !MODE_WATER - - - - -// common definitions between vertex shader and fragment shader: - -varying vec2 TexCoord; -#ifdef USEVERTEXTEXTUREBLEND -varying vec2 TexCoord2; -#endif -#ifdef USELIGHTMAP -varying vec2 TexCoordLightmap; -#endif - -#ifdef MODE_LIGHTSOURCE -varying vec3 CubeVector; -#endif - -#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE) -varying vec3 LightVector; -#endif - -#ifdef USEEYEVECTOR -varying vec3 EyeVector; -#endif -#ifdef USEFOG -varying vec4 EyeVectorModelSpaceFogPlaneVertexDist; -#endif - -#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE) -varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent) -varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal) -varying vec3 VectorR; // direction of R texcoord (surface normal) -#endif - -#ifdef USEREFLECTION -varying vec4 ModelViewProjectionPosition; -#endif -#ifdef MODE_DEFERREDLIGHTSOURCE -uniform vec3 LightPosition; -varying vec4 ModelViewPosition; -#endif - -#ifdef MODE_LIGHTSOURCE -uniform vec3 LightPosition; -#endif -uniform vec3 EyePosition; -#ifdef MODE_LIGHTDIRECTION -uniform vec3 LightDir; -#endif -uniform vec4 FogPlane; - -#ifdef USESHADOWMAPORTHO -varying vec3 ShadowMapTC; -#endif - - - - - -// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on - -// fragment shader specific: -#ifdef FRAGMENT_SHADER - -uniform sampler2D Texture_Normal; -uniform sampler2D Texture_Color; -uniform sampler2D Texture_Gloss; -#ifdef USEGLOW -uniform sampler2D Texture_Glow; -#endif -#ifdef USEVERTEXTEXTUREBLEND -uniform sampler2D Texture_SecondaryNormal; -uniform sampler2D Texture_SecondaryColor; -uniform sampler2D Texture_SecondaryGloss; -#ifdef USEGLOW -uniform sampler2D Texture_SecondaryGlow; -#endif -#endif -#ifdef USECOLORMAPPING -uniform sampler2D Texture_Pants; -uniform sampler2D Texture_Shirt; -#endif -#ifdef USEFOG -#ifdef USEFOGHEIGHTTEXTURE -uniform sampler2D Texture_FogHeightTexture; -#endif -uniform sampler2D Texture_FogMask; -#endif -#ifdef USELIGHTMAP -uniform sampler2D Texture_Lightmap; -#endif -#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) -uniform sampler2D Texture_Deluxemap; -#endif -#ifdef USEREFLECTION -uniform sampler2D Texture_Reflection; -#endif - -#ifdef MODE_DEFERREDLIGHTSOURCE -uniform sampler2D Texture_ScreenDepth; -uniform sampler2D Texture_ScreenNormalMap; -#endif -#ifdef USEDEFERREDLIGHTMAP -uniform sampler2D Texture_ScreenDiffuse; -uniform sampler2D Texture_ScreenSpecular; -#endif - -uniform myhalf3 Color_Pants; -uniform myhalf3 Color_Shirt; -uniform myhalf3 FogColor; - -#ifdef USEFOG -uniform float FogRangeRecip; -uniform float FogPlaneViewDist; -uniform float FogHeightFade; -vec3 FogVertex(vec3 surfacecolor) -{ - vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz; - float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w; - float fogfrac; -#ifdef USEFOGHEIGHTTEXTURE - vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade)); - fogfrac = fogheightpixel.a; - return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); -#else -# ifdef USEFOGOUTSIDE - fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade); -# else - fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); -# endif - return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r); -#endif -} -#endif - -#ifdef USEOFFSETMAPPING -uniform float OffsetMapping_Scale; -vec2 OffsetMapping(vec2 TexCoord) -{ -#ifdef USEOFFSETMAPPING_RELIEFMAPPING - // 14 sample relief mapping: linear search and then binary search - // this basically steps forward a small amount repeatedly until it finds - // itself inside solid, then jitters forward and back using decreasing - // amounts to find the impact - //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1); - //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1); - vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1); - vec3 RT = vec3(TexCoord, 1); - OffsetVector *= 0.1; - RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); - RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); - RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); - RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); - RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); - RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); - RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); - RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); - RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z); - RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5); - RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25); - RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125); - RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625); - RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125); - return RT.xy; -#else - // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits) - // this basically moves forward the full distance, and then backs up based - // on height of samples - //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1)); - //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1)); - vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1)); - TexCoord += OffsetVector; - OffsetVector *= 0.333; - TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a; - TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a; - TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a; - return TexCoord; -#endif -} -#endif // USEOFFSETMAPPING - -#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) -uniform sampler2D Texture_Attenuation; -uniform samplerCube Texture_Cube; -#endif - -#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO) - -#ifdef USESHADOWMAPRECT -# ifdef USESHADOWSAMPLER -uniform sampler2DRectShadow Texture_ShadowMapRect; -# else -uniform sampler2DRect Texture_ShadowMapRect; -# endif -#endif - -#ifdef USESHADOWMAP2D -# ifdef USESHADOWSAMPLER -uniform sampler2DShadow Texture_ShadowMap2D; -# else -uniform sampler2D Texture_ShadowMap2D; -# endif -#endif - -#ifdef USESHADOWMAPVSDCT -uniform samplerCube Texture_CubeProjection; -#endif - -#ifdef USESHADOWMAPCUBE -# ifdef USESHADOWSAMPLER -uniform samplerCubeShadow Texture_ShadowMapCube; -# else -uniform samplerCube Texture_ShadowMapCube; -# endif -#endif - -#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE) -uniform vec2 ShadowMap_TextureScale; -uniform vec4 ShadowMap_Parameters; -#endif - -#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) -# ifdef USESHADOWMAPORTHO -# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz)) -# else -# ifdef USESHADOWMAPVSDCT -vec3 GetShadowMapTC2D(vec3 dir) -{ - vec3 adir = abs(dir); - vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z); - vec4 proj = textureCube(Texture_CubeProjection, dir); - return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w); -} -# else -vec3 GetShadowMapTC2D(vec3 dir) -{ - vec3 adir = abs(dir); - float ma = adir.z; - vec4 proj = vec4(dir, 2.5); - if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); } - if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); } - vec2 aparams = ShadowMap_Parameters.xy / ma; - return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w); -} -# endif -# endif -#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) - -#ifdef USESHADOWMAPCUBE -vec4 GetShadowMapTCCube(vec3 dir) -{ - vec3 adir = abs(dir); - return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z)); -} -#endif - -# ifdef USESHADOWMAPRECT -float ShadowMapCompare(vec3 dir) -{ - vec3 shadowmaptc = GetShadowMapTC2D(dir); - float f; -# ifdef USESHADOWSAMPLER - -# ifdef USESHADOWMAPPCF -# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r - f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4))); -# else - f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r; -# endif - -# else - -# ifdef USESHADOWMAPPCF -# if USESHADOWMAPPCF > 1 -# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r - vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); - vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); - vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); - vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); - vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); - vec4 cols = row2 + row3 + mix(row1, row4, offset.y); - f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); -# else -# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r - vec2 offset = fract(shadowmaptc.xy); - vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); - vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); - vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); - vec3 cols = row2 + mix(row1, row3, offset.y); - f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); -# endif -# else - f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r); -# endif - -# endif -# ifdef USESHADOWMAPORTHO - return mix(ShadowMap_Parameters.w, 1.0, f); -# else - return f; -# endif -} -# endif - -# ifdef USESHADOWMAP2D -float ShadowMapCompare(vec3 dir) -{ - vec3 shadowmaptc = GetShadowMapTC2D(dir); - float f; - -# ifdef USESHADOWSAMPLER -# ifdef USESHADOWMAPPCF -# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r - vec2 center = shadowmaptc.xy*ShadowMap_TextureScale; - f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4))); -# else - f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r; -# endif -# else -# ifdef USESHADOWMAPPCF -# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4) -# ifdef GL_ARB_texture_gather -# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y)) -# else -# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale) -# endif - vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale; -# if USESHADOWMAPPCF > 1 - vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0)); - vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0)); - vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0)); - vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0)); - vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0)); - vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0)); - vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0)); - vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0)); - vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0)); - vec4 locols = vec4(group1.ab, group3.ab); - vec4 hicols = vec4(group7.rg, group9.rg); - locols.yz += group2.ab; - hicols.yz += group8.rg; - vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) + - vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) + - mix(locols, hicols, offset.y); - vec4 cols = group5 + vec4(group2.rg, group8.ab); - cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x); - f = dot(cols, vec4(1.0/25.0)); -# else - vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0)); - vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0)); - vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0)); - vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0)); - vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) + - mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y); - f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); -# endif -# else -# ifdef GL_EXT_gpu_shader4 -# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r -# else -# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r -# endif -# if USESHADOWMAPPCF > 1 - vec2 center = shadowmaptc.xy - 0.5, offset = fract(center); - center *= ShadowMap_TextureScale; - vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))); - vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))); - vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))); - vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))); - vec4 cols = row2 + row3 + mix(row1, row4, offset.y); - f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0)); -# else - vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy); - vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))); - vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))); - vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))); - vec3 cols = row2 + mix(row1, row3, offset.y); - f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25)); -# endif -# endif -# else - f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r); -# endif -# endif -# ifdef USESHADOWMAPORTHO - return mix(ShadowMap_Parameters.w, 1.0, f); -# else - return f; -# endif -} -# endif - -# ifdef USESHADOWMAPCUBE -float ShadowMapCompare(vec3 dir) -{ - // apply depth texture cubemap as light filter - vec4 shadowmaptc = GetShadowMapTCCube(dir); - float f; -# ifdef USESHADOWSAMPLER - f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r; -# else - f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r); -# endif - return f; -} -# endif -#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO) -#endif // FRAGMENT_SHADER - - - - -#ifdef MODE_DEFERREDGEOMETRY -#ifdef VERTEX_SHADER -uniform mat4 TexMatrix; -#ifdef USEVERTEXTEXTUREBLEND -uniform mat4 BackgroundTexMatrix; -#endif -uniform mat4 ModelViewMatrix; -void main(void) -{ - TexCoord = vec2(TexMatrix * gl_MultiTexCoord0); -#ifdef USEVERTEXTEXTUREBLEND - gl_FrontColor = gl_Color; - TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0); -#endif - - // transform unnormalized eye direction into tangent space -#ifdef USEOFFSETMAPPING - vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz; - EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz); - EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz); - EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz); -#endif - - VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz; - VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz; - VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz; - gl_Position = ModelViewProjectionMatrix * gl_Vertex; -} -#endif // VERTEX_SHADER - -#ifdef FRAGMENT_SHADER -void main(void) -{ -#ifdef USEOFFSETMAPPING - // apply offsetmapping - vec2 TexCoordOffset = OffsetMapping(TexCoord); -#define TexCoord TexCoordOffset -#endif - -#ifdef USEALPHAKILL - if (texture2D(Texture_Color, TexCoord).a < 0.5) - discard; -#endif - -#ifdef USEVERTEXTEXTUREBLEND - float alpha = texture2D(Texture_Color, TexCoord).a; - float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0)); - //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0)); - //float terrainblend = float(gl_Color.a) * alpha > 0.5; -#endif - -#ifdef USEVERTEXTEXTUREBLEND - vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5); - float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend); -#else - vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5); - float a = texture2D(Texture_Gloss, TexCoord).a; -#endif - - gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a); -} -#endif // FRAGMENT_SHADER -#else // !MODE_DEFERREDGEOMETRY - - - - -#ifdef MODE_DEFERREDLIGHTSOURCE -#ifdef VERTEX_SHADER -uniform mat4 ModelViewMatrix; -void main(void) -{ - ModelViewPosition = ModelViewMatrix * gl_Vertex; - gl_Position = ModelViewProjectionMatrix * gl_Vertex; -} -#endif // VERTEX_SHADER - -#ifdef FRAGMENT_SHADER -uniform mat4 ViewToLight; -// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far)); -uniform vec2 ScreenToDepth; -uniform myhalf3 DeferredColor_Ambient; -uniform myhalf3 DeferredColor_Diffuse; -#ifdef USESPECULAR -uniform myhalf3 DeferredColor_Specular; -uniform myhalf SpecularPower; -#endif -uniform myhalf2 PixelToScreenTexCoord; -void main(void) -{ - // calculate viewspace pixel position - vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; - vec3 position; - position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x); - position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z); - // decode viewspace pixel normal - myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord); - myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5)); - // surfacenormal = pixel normal in viewspace - // LightVector = pixel to light in viewspace - // CubeVector = position in lightspace - // eyevector = pixel to view in viewspace - vec3 CubeVector = vec3(ViewToLight * vec4(position,1)); - myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); -#ifdef USEDIFFUSE - // calculate diffuse shading - myhalf3 lightnormal = myhalf3(normalize(LightPosition - position)); - myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); -#endif -#ifdef USESPECULAR - // calculate directional shading - vec3 eyevector = position * -1.0; -# ifdef USEEXACTSPECULARMATH - myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a); -# else - myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector))); - myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a); -# endif -#endif - -#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D) - fade *= ShadowMapCompare(CubeVector); -#endif - -#ifdef USEDIFFUSE - gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0); -#else - gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0); -#endif -#ifdef USESPECULAR - gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0); -#else - gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0); -#endif - -# ifdef USECUBEFILTER - vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb; - gl_FragData[0].rgb *= cubecolor; - gl_FragData[1].rgb *= cubecolor; -# endif -} -#endif // FRAGMENT_SHADER -#else // !MODE_DEFERREDLIGHTSOURCE - - - - -#ifdef VERTEX_SHADER -uniform mat4 TexMatrix; -#ifdef USEVERTEXTEXTUREBLEND -uniform mat4 BackgroundTexMatrix; -#endif -#ifdef MODE_LIGHTSOURCE -uniform mat4 ModelToLight; -#endif -#ifdef USESHADOWMAPORTHO -uniform mat4 ShadowMapMatrix; -#endif -void main(void) -{ -#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) - gl_FrontColor = gl_Color; -#endif - // copy the surface texcoord - TexCoord = vec2(TexMatrix * gl_MultiTexCoord0); -#ifdef USEVERTEXTEXTUREBLEND - TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0); -#endif -#ifdef USELIGHTMAP - TexCoordLightmap = vec2(gl_MultiTexCoord4); -#endif - -#ifdef MODE_LIGHTSOURCE - // transform vertex position into light attenuation/cubemap space - // (-1 to +1 across the light box) - CubeVector = vec3(ModelToLight * gl_Vertex); - -# ifdef USEDIFFUSE - // transform unnormalized light direction into tangent space - // (we use unnormalized to ensure that it interpolates correctly and then - // normalize it per pixel) - vec3 lightminusvertex = LightPosition - gl_Vertex.xyz; - LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz); - LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz); - LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz); -# endif -#endif - -#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) - LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz); - LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz); - LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz); -#endif - - // transform unnormalized eye direction into tangent space -#ifdef USEEYEVECTOR - vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz; - EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz); - EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz); - EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz); -#endif - -#ifdef USEFOG - EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz; - EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex); -#endif - -#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE) - VectorS = gl_MultiTexCoord1.xyz; - VectorT = gl_MultiTexCoord2.xyz; - VectorR = gl_MultiTexCoord3.xyz; -#endif - - // transform vertex to camera space, using ftransform to match non-VS rendering - gl_Position = ModelViewProjectionMatrix * gl_Vertex; - -#ifdef USESHADOWMAPORTHO - ShadowMapTC = vec3(ShadowMapMatrix * gl_Position); -#endif - -#ifdef USEREFLECTION - ModelViewProjectionPosition = gl_Position; -#endif -} -#endif // VERTEX_SHADER - - - - -#ifdef FRAGMENT_SHADER -#ifdef USEDEFERREDLIGHTMAP -uniform myhalf2 PixelToScreenTexCoord; -uniform myhalf3 DeferredMod_Diffuse; -uniform myhalf3 DeferredMod_Specular; -#endif -uniform myhalf3 Color_Ambient; -uniform myhalf3 Color_Diffuse; -uniform myhalf3 Color_Specular; -uniform myhalf SpecularPower; -#ifdef USEGLOW -uniform myhalf3 Color_Glow; -#endif -uniform myhalf Alpha; -#ifdef USEREFLECTION -uniform vec4 DistortScaleRefractReflect; -uniform vec4 ScreenScaleRefractReflect; -uniform vec4 ScreenCenterRefractReflect; -uniform myhalf4 ReflectColor; -#endif -#ifdef USEREFLECTCUBE -uniform mat4 ModelToReflectCube; -uniform sampler2D Texture_ReflectMask; -uniform samplerCube Texture_ReflectCube; -#endif -#ifdef MODE_LIGHTDIRECTION -uniform myhalf3 LightColor; -#endif -#ifdef MODE_LIGHTSOURCE -uniform myhalf3 LightColor; -#endif -void main(void) -{ -#ifdef USEOFFSETMAPPING - // apply offsetmapping - vec2 TexCoordOffset = OffsetMapping(TexCoord); -#define TexCoord TexCoordOffset -#endif - - // combine the diffuse textures (base, pants, shirt) - myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord)); -#ifdef USEALPHAKILL - if (color.a < 0.5) - discard; -#endif - color.a *= Alpha; -#ifdef USECOLORMAPPING - color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt; -#endif -#ifdef USEVERTEXTEXTUREBLEND - myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0)); - //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0)); - //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5; - color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend); - color.a = 1.0; - //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend); -#endif - - // get the surface normal -#ifdef USEVERTEXTEXTUREBLEND - myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5)); -#else - myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5)); -#endif - - // get the material colors - myhalf3 diffusetex = color.rgb; -#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP) -# ifdef USEVERTEXTEXTUREBLEND - myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend); -# else - myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord)); -# endif -#endif - -#ifdef USEREFLECTCUBE - vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal); - vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR; - vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0)); - diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord)); -#endif - - - - -#ifdef MODE_LIGHTSOURCE - // light source -#ifdef USEDIFFUSE - myhalf3 lightnormal = myhalf3(normalize(LightVector)); - myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); - color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse); -#ifdef USESPECULAR -#ifdef USEEXACTSPECULARMATH - myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a); -#else - myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector))); - myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a); -#endif - color.rgb += glosstex.rgb * (specular * Color_Specular); -#endif -#else - color.rgb = diffusetex * Color_Ambient; -#endif - color.rgb *= LightColor; - color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))); -#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D) - color.rgb *= ShadowMapCompare(CubeVector); -#endif -# ifdef USECUBEFILTER - color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector)); -# endif -#endif // MODE_LIGHTSOURCE - - - - -#ifdef MODE_LIGHTDIRECTION -#define SHADING -#ifdef USEDIFFUSE - myhalf3 lightnormal = myhalf3(normalize(LightVector)); -#endif -#define lightcolor LightColor -#endif // MODE_LIGHTDIRECTION -#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE -#define SHADING - // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe) - myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0); - myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)); - // convert modelspace light vector to tangentspace - myhalf3 lightnormal; - lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS)); - lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT)); - lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR)); - // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division) - // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar - // is used (the lightmap and deluxemap coords correspond to virtually random coordinates - // on that luxel, and NOT to its center, because recursive triangle subdivision is used - // to map the luxels to coordinates on the draw surfaces), which also causes - // deluxemaps to be wrong because light contributions from the wrong side of the surface - // are added up. To prevent divisions by zero or strong exaggerations, a max() - // nudge is done here at expense of some additional fps. This is ONLY needed for - // deluxemaps, tangentspace deluxemap avoid this problem by design. - lightcolor *= 1.0 / max(0.25, lightnormal.z); -#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE -#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE -#define SHADING - // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light) - myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0); - myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)); -#endif - - - - -#ifdef MODE_LIGHTMAP - color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse); -#endif // MODE_LIGHTMAP -#ifdef MODE_VERTEXCOLOR - color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse); -#endif // MODE_VERTEXCOLOR -#ifdef MODE_FLATCOLOR - color.rgb = diffusetex * Color_Ambient; -#endif // MODE_FLATCOLOR - - - - -#ifdef SHADING -# ifdef USEDIFFUSE - myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0)); -# ifdef USESPECULAR -# ifdef USEEXACTSPECULARMATH - myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a); -# else - myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector))); - myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a); -# endif - color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor; -# else - color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor); -# endif -# else - color.rgb = diffusetex * Color_Ambient; -# endif -#endif - -#ifdef USESHADOWMAPORTHO - color.rgb *= ShadowMapCompare(ShadowMapTC); -#endif - -#ifdef USEDEFERREDLIGHTMAP - vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord; - color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse; - color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular; -#endif - -#ifdef USEGLOW -#ifdef USEVERTEXTEXTUREBLEND - color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow; -#else - color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow; -#endif -#endif - -#ifdef USEFOG - color.rgb = FogVertex(color.rgb); -#endif - - // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness -#ifdef USEREFLECTION - vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w); - //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect; - vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw; - vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw; - // FIXME temporary hack to detect the case that the reflection - // gets blackened at edges due to leaving the area that contains actual - // content. - // Remove this 'ack once we have a better way to stop this thing from - // 'appening. - float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05); - f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05); - f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05); - f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05); - ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f); - color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a); -#endif - - gl_FragColor = vec4(color); -} -#endif // FRAGMENT_SHADER - -#endif // !MODE_DEFERREDLIGHTSOURCE -#endif // !MODE_DEFERREDGEOMETRY -#endif // !MODE_WATER -#endif // !MODE_REFRACTION -#endif // !MODE_BLOOMBLUR -#endif // !MODE_GENERIC -#endif // !MODE_POSTPROCESS -#endif // !MODE_SHOWDEPTH -#endif // !MODE_DEPTH_OR_SHADOW diff --git a/shaders/xreal-lighting-d-omni.frag b/shaders/xreal-lighting-d-omni.frag deleted file mode 100644 index e386e5b..0000000 --- a/shaders/xreal-lighting-d-omni.frag +++ /dev/null @@ -1,69 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* -=========================================================================== -Copyright (C) 2006 Robert Beckebans <trebor_7@users.sourceforge.net> - -This file is part of XreaL source code. - -XreaL source code is free software; you can redistribute it -and/or modify it under the terms of the GNU General Public License as -published by the Free Software Foundation; either version 2 of the License, -or (at your option) any later version. - -XreaL source code is distributed in the hope that it will be -useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. - -You should have received a copy of the GNU General Public License -along with XreaL source code; if not, write to the Free Software -Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA -=========================================================================== -*/ - -uniform sampler2D u_DiffuseMap; -uniform sampler2D u_AttenuationMapXY; -uniform sampler2D u_AttenuationMapZ; -uniform vec3 u_LightOrigin; -uniform vec3 u_LightColor; -uniform float u_LightScale; - -varying vec3 var_Vertex; -varying vec3 var_Normal; -varying vec2 var_TexDiffuse; -varying vec4 var_TexAtten; - -void main() -{ - // compute light direction in tangent space - vec3 L = normalize(u_LightOrigin - var_Vertex); - - // compute normal in tangent space from normalmap - vec3 N = normalize(var_Normal); - - // compute the diffuse term - vec4 diffuse = texture2D(u_DiffuseMap, var_TexDiffuse); - diffuse.rgb *= u_LightColor * clamp(dot(N, L), 0.0, 1.0); - - // compute attenuation -// vec3 attenuationXY = texture2D(u_AttenuationMapXY, var_TexAtten.xy).rgb; - vec3 attenuationXY = texture2DProj(u_AttenuationMapXY, vec3(var_TexAtten.x, var_TexAtten.y, var_TexAtten.w)).rgb; - vec3 attenuationZ = texture2D(u_AttenuationMapZ, vec2(var_TexAtten.z, 0)).rgb; - - // compute final color - vec4 color = diffuse; - color.rgb *= attenuationXY; - color.rgb *= attenuationZ; - color.rgb *= u_LightScale; - - gl_FragColor = color; -} - diff --git a/shaders/xreal-lighting-d-omni.vert b/shaders/xreal-lighting-d-omni.vert deleted file mode 100644 index 6571aae..0000000 --- a/shaders/xreal-lighting-d-omni.vert +++ /dev/null @@ -1,55 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* -=========================================================================== -Copyright (C) 2006 Robert Beckebans <trebor_7@users.sourceforge.net> - -This file is part of XreaL source code. - -XreaL source code is free software; you can redistribute it -and/or modify it under the terms of the GNU General Public License as -published by the Free Software Foundation; either version 2 of the License, -or (at your option) any later version. - -XreaL source code is distributed in the hope that it will be -useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. - -You should have received a copy of the GNU General Public License -along with XreaL source code; if not, write to the Free Software -Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA -=========================================================================== -*/ - -attribute vec4 attr_TexCoord0; - -varying vec3 var_Vertex; -varying vec3 var_Normal; -varying vec2 var_TexDiffuse; -varying vec4 var_TexAtten; - -void main() -{ - // transform vertex position into homogenous clip-space - gl_Position = ftransform(); - - // assign position in object space - var_Vertex = gl_Vertex.xyz; - - // assign normal in object space - var_Normal = gl_Normal.xyz; - - // transform diffusemap texcoords - var_TexDiffuse = (gl_TextureMatrix[0] * attr_TexCoord0).st; - - // calc light xy,z attenuation in light space - var_TexAtten = gl_TextureMatrix[3] * gl_Vertex; -} diff --git a/shaders/xreal-lighting-db-omni.frag b/shaders/xreal-lighting-db-omni.frag deleted file mode 100644 index e6e512f..0000000 --- a/shaders/xreal-lighting-db-omni.frag +++ /dev/null @@ -1,72 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* -=========================================================================== -Copyright (C) 2006 Robert Beckebans <trebor_7@users.sourceforge.net> - -This file is part of XreaL source code. - -XreaL source code is free software; you can redistribute it -and/or modify it under the terms of the GNU General Public License as -published by the Free Software Foundation; either version 2 of the License, -or (at your option) any later version. - -XreaL source code is distributed in the hope that it will be -useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. - -You should have received a copy of the GNU General Public License -along with XreaL source code; if not, write to the Free Software -Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA -=========================================================================== -*/ - -uniform sampler2D u_DiffuseMap; -uniform sampler2D u_BumpMap; -uniform sampler2D u_AttenuationMapXY; -uniform sampler2D u_AttenuationMapZ; -uniform vec3 u_LightOrigin; -uniform vec3 u_LightColor; -uniform float u_LightScale; - -varying vec3 var_Vertex; -varying vec2 var_TexDiffuse; -varying vec2 var_TexBump; -varying vec4 var_TexAtten; -varying mat3 var_OS2TSMatrix; - -void main() -{ - // compute light direction in tangent space - vec3 L = normalize(var_OS2TSMatrix * (u_LightOrigin - var_Vertex)); - - // compute normal in tangent space from bumpmap - vec3 N = 2.0 * (texture2D(u_BumpMap, var_TexBump).xyz - 0.5); - N = normalize(N); - - // compute the diffuse term - vec4 diffuse = texture2D(u_DiffuseMap, var_TexDiffuse); - diffuse.rgb *= u_LightColor * clamp(dot(N, L), 0.0, 1.0); - - // compute attenuation -// vec3 attenuationXY = texture2D(u_AttenuationMapXY, var_TexAtten.xy).rgb; - vec3 attenuationXY = texture2DProj(u_AttenuationMapXY, vec3(var_TexAtten.x, var_TexAtten.y, var_TexAtten.w)).rgb; - vec3 attenuationZ = texture2D(u_AttenuationMapZ, vec2(var_TexAtten.z, 0)).rgb; - - // compute final color - vec4 color = diffuse; - color.rgb *= attenuationXY; - color.rgb *= attenuationZ; - color.rgb *= u_LightScale; - - gl_FragColor = color; -} - diff --git a/shaders/xreal-lighting-db-omni.vert b/shaders/xreal-lighting-db-omni.vert deleted file mode 100644 index d6c78da..0000000 --- a/shaders/xreal-lighting-db-omni.vert +++ /dev/null @@ -1,63 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* -=========================================================================== -Copyright (C) 2006 Robert Beckebans <trebor_7@users.sourceforge.net> - -This file is part of XreaL source code. - -XreaL source code is free software; you can redistribute it -and/or modify it under the terms of the GNU General Public License as -published by the Free Software Foundation; either version 2 of the License, -or (at your option) any later version. - -XreaL source code is distributed in the hope that it will be -useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. - -You should have received a copy of the GNU General Public License -along with XreaL source code; if not, write to the Free Software -Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA -=========================================================================== -*/ - -attribute vec4 attr_TexCoord0; -attribute vec3 attr_Tangent; -attribute vec3 attr_Binormal; - -varying vec3 var_Vertex; -varying vec2 var_TexDiffuse; -varying vec2 var_TexBump; -varying vec4 var_TexAtten; -varying mat3 var_OS2TSMatrix; - -void main() -{ - // transform vertex position into homogenous clip-space - gl_Position = ftransform(); - - // assign position in object space - var_Vertex = gl_Vertex.xyz; - - // transform diffusemap texcoords - var_TexDiffuse = (gl_TextureMatrix[0] * attr_TexCoord0).st; - - // transform bumpmap texcoords - var_TexBump = (gl_TextureMatrix[1] * attr_TexCoord0).st; - - // calc light xy,z attenuation in light space - var_TexAtten = gl_TextureMatrix[3] * gl_Vertex; - - // construct object-space-to-tangent-space 3x3 matrix - var_OS2TSMatrix = mat3( attr_Tangent.x, attr_Binormal.x, gl_Normal.x, - attr_Tangent.y, attr_Binormal.y, gl_Normal.y, - attr_Tangent.z, attr_Binormal.z, gl_Normal.z ); -} diff --git a/shaders/xreal-lighting-dbs-omni.frag b/shaders/xreal-lighting-dbs-omni.frag deleted file mode 100644 index 5e08797..0000000 --- a/shaders/xreal-lighting-dbs-omni.frag +++ /dev/null @@ -1,86 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* -=========================================================================== -Copyright (C) 2006 Robert Beckebans <trebor_7@users.sourceforge.net> - -This file is part of XreaL source code. - -XreaL source code is free software; you can redistribute it -and/or modify it under the terms of the GNU General Public License as -published by the Free Software Foundation; either version 2 of the License, -or (at your option) any later version. - -XreaL source code is distributed in the hope that it will be -useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. - -You should have received a copy of the GNU General Public License -along with XreaL source code; if not, write to the Free Software -Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA -=========================================================================== -*/ - -uniform sampler2D u_DiffuseMap; -uniform sampler2D u_BumpMap; -uniform sampler2D u_SpecularMap; -uniform sampler2D u_AttenuationMapXY; -uniform sampler2D u_AttenuationMapZ; -uniform vec3 u_ViewOrigin; -uniform vec3 u_LightOrigin; -uniform vec3 u_LightColor; -uniform float u_LightScale; -uniform float u_SpecularExponent; - -varying vec3 var_Vertex; -varying vec2 var_TexDiffuse; -varying vec2 var_TexBump; -varying vec2 var_TexSpecular; -varying vec4 var_TexAtten; -varying mat3 var_OS2TSMatrix; - -void main() -{ - // compute view direction in tangent space - vec3 V = normalize(var_OS2TSMatrix * (u_ViewOrigin - var_Vertex)); - - // compute light direction in tangent space - vec3 L = normalize(var_OS2TSMatrix * (u_LightOrigin - var_Vertex)); - - // compute half angle in tangent space - vec3 H = normalize(L + V); - - // compute normal in tangent space from bumpmap - vec3 N = 2.0 * (texture2D(u_BumpMap, var_TexBump).xyz - 0.5); - N = normalize(N); - - // compute the diffuse term - vec4 diffuse = texture2D(u_DiffuseMap, var_TexDiffuse); - diffuse.rgb *= u_LightColor * clamp(dot(N, L), 0.0, 1.0); - - // compute the specular term - vec3 specular = texture2D(u_SpecularMap, var_TexSpecular).rgb * u_LightColor * pow(clamp(dot(N, H), 0.0, 1.0), u_SpecularExponent); - - // compute attenuation -// vec3 attenuationXY = texture2D(u_AttenuationMapXY, var_TexAtten.xy).rgb; - vec3 attenuationXY = texture2DProj(u_AttenuationMapXY, vec3(var_TexAtten.x, var_TexAtten.y, var_TexAtten.w)).rgb; - vec3 attenuationZ = texture2D(u_AttenuationMapZ, vec2(var_TexAtten.z, 0)).rgb; - - // compute final color - vec4 color = diffuse; - color.rgb += specular; - color.rgb *= attenuationXY; - color.rgb *= attenuationZ; - color.rgb *= u_LightScale; - - gl_FragColor = color; -} - diff --git a/shaders/xreal-lighting-dbs-omni.vert b/shaders/xreal-lighting-dbs-omni.vert deleted file mode 100644 index c1a0284..0000000 --- a/shaders/xreal-lighting-dbs-omni.vert +++ /dev/null @@ -1,67 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* -=========================================================================== -Copyright (C) 2006 Robert Beckebans <trebor_7@users.sourceforge.net> - -This file is part of XreaL source code. - -XreaL source code is free software; you can redistribute it -and/or modify it under the terms of the GNU General Public License as -published by the Free Software Foundation; either version 2 of the License, -or (at your option) any later version. - -XreaL source code is distributed in the hope that it will be -useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. - -You should have received a copy of the GNU General Public License -along with XreaL source code; if not, write to the Free Software -Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA -=========================================================================== -*/ - -attribute vec4 attr_TexCoord0; -attribute vec3 attr_Tangent; -attribute vec3 attr_Binormal; - -varying vec3 var_Vertex; -varying vec2 var_TexDiffuse; -varying vec2 var_TexBump; -varying vec2 var_TexSpecular; -varying vec4 var_TexAtten; -varying mat3 var_OS2TSMatrix; - -void main() -{ - // transform vertex position into homogenous clip-space - gl_Position = ftransform(); - - // assign position in object space - var_Vertex = gl_Vertex.xyz; - - // transform diffusemap texcoords - var_TexDiffuse = (gl_TextureMatrix[0] * attr_TexCoord0).st; - - // transform bumpmap texcoords - var_TexBump = (gl_TextureMatrix[1] * attr_TexCoord0).st; - - // transform specularmap texture coords - var_TexSpecular = (gl_TextureMatrix[2] * attr_TexCoord0).st; - - // calc light xy,z attenuation in light space - var_TexAtten = gl_TextureMatrix[3] * gl_Vertex; - - // construct object-space-to-tangent-space 3x3 matrix - var_OS2TSMatrix = mat3( attr_Tangent.x, attr_Binormal.x, gl_Normal.x, - attr_Tangent.y, attr_Binormal.y, gl_Normal.y, - attr_Tangent.z, attr_Binormal.z, gl_Normal.z ); -} |