diff options
author | Eric Anholt <eric@anholt.net> | 2013-03-22 17:29:32 -0700 |
---|---|---|
committer | Eric Anholt <eric@anholt.net> | 2013-03-22 17:31:41 -0700 |
commit | 3db77a1625bab9ceda10f5fa66e38bbc0e42393f (patch) | |
tree | 23bd55d718964b77d1ecde5bf5f096a1f4ba722c /shaders | |
parent | 8f179dc508736ed25b16e84d2528c225d0ba865c (diff) |
anholt: Switch the shaders from my demo to shader_test files.
Diffstat (limited to 'shaders')
-rw-r--r-- | shaders/anholt/12.shader_test | 23 | ||||
-rw-r--r-- | shaders/anholt/15.shader_test | 17 | ||||
-rw-r--r-- | shaders/anholt/18.shader_test | 24 | ||||
-rw-r--r-- | shaders/anholt/3.shader_test (renamed from shaders/anholt/glass.frag) | 38 | ||||
-rw-r--r-- | shaders/anholt/6.shader_test | 59 | ||||
-rw-r--r-- | shaders/anholt/9.shader_test | 16 | ||||
-rw-r--r-- | shaders/anholt/ground.frag | 21 | ||||
-rw-r--r-- | shaders/anholt/shadow.frag | 3 | ||||
-rw-r--r-- | shaders/anholt/shadowmap_display.frag | 7 |
9 files changed, 177 insertions, 31 deletions
diff --git a/shaders/anholt/12.shader_test b/shaders/anholt/12.shader_test new file mode 100644 index 0000000..73d9ec8 --- /dev/null +++ b/shaders/anholt/12.shader_test @@ -0,0 +1,23 @@ +[require] +GLSL >= 1.10 + +[fragment shader] +uniform sampler2D shadow_sampler; +varying vec2 texcoord; + +void main() +{ + gl_FragColor = texture2D(shadow_sampler, texcoord); +} + +[vertex shader] +#version 120 + +varying vec2 texcoord; + +void main() +{ + gl_Position = gl_Vertex; + texcoord = (gl_Vertex.xy + vec2(1, 1)) / 2.0; +} + diff --git a/shaders/anholt/15.shader_test b/shaders/anholt/15.shader_test new file mode 100644 index 0000000..30ba541 --- /dev/null +++ b/shaders/anholt/15.shader_test @@ -0,0 +1,17 @@ +[require] +GLSL >= 1.10 + +[fragment shader] +uniform vec4 color; +void main() +{ + gl_FragColor = color; +} + +[vertex shader] +attribute vec4 position; +void main() +{ + gl_Position = position; +} + diff --git a/shaders/anholt/18.shader_test b/shaders/anholt/18.shader_test new file mode 100644 index 0000000..e59381e --- /dev/null +++ b/shaders/anholt/18.shader_test @@ -0,0 +1,24 @@ +[require] +GLSL >= 1.10 + +[fragment shader] +#version 130 +uniform ivec4 color; +out ivec4 out_color; + +void main() +{ + out_color = color; +} + +[vertex shader] +#version 130 +in vec4 position; +void main() +{ + gl_Position = position; +} + +event = 0x0001 +event = 0x0001 +300 frames in 5.40 secs: 55.6 fps diff --git a/shaders/anholt/glass.frag b/shaders/anholt/3.shader_test index 88c29b8..0a0c5a1 100644 --- a/shaders/anholt/glass.frag +++ b/shaders/anholt/3.shader_test @@ -1,3 +1,7 @@ +[require] +GLSL >= 1.10 + +[fragment shader] #version 120 #define I965_HACK 1 @@ -111,3 +115,37 @@ void main() gl_FragColor = texture2D(normal_sampler, texcoord); #endif } + +[vertex shader] +#version 120 + +uniform vec3 light_eye; +varying vec2 texcoord; +varying vec3 light_surf; +varying vec3 eye_surf; +varying vec3 tangent_surf; +varying vec4 shadow_coords; +uniform mat4 mvp, mv, light_mvp; + +void main() +{ + mat3 mv3 = mat3(mv); + vec3 t = (mv3 * gl_MultiTexCoord1.xyz); + vec3 n = (mv3 * gl_Normal); + + gl_Position = mvp * gl_Vertex; + + mat3 tbn = mat3(t, + cross(n, t), + n + ); + + vec3 vertex_eye = vec3(mv * gl_Vertex); + shadow_coords = light_mvp * gl_Vertex; + + texcoord = gl_MultiTexCoord0.xy; + light_surf = normalize((light_eye - vertex_eye) * tbn); + eye_surf = normalize((-vertex_eye) * tbn); + tangent_surf = gl_MultiTexCoord1.xyz * tbn; +} + diff --git a/shaders/anholt/6.shader_test b/shaders/anholt/6.shader_test new file mode 100644 index 0000000..9e7084b --- /dev/null +++ b/shaders/anholt/6.shader_test @@ -0,0 +1,59 @@ +[require] +GLSL >= 1.10 + +[fragment shader] +#version 120 + +uniform vec3 light_eye; +varying vec4 shadow_coords; +varying vec3 vertex_eye; +uniform sampler2DShadow shadow_sampler; + +void main() +{ + vec3 normal = vec3(0.0, 0.0, 1.0); + vec4 material_color = vec4(1.0, 0.7, 0.5, 1.0); + float shadow = shadow2DProj(shadow_sampler, shadow_coords).x; + vec3 l = normalize(light_eye - vertex_eye); + vec3 v = normalize(-vertex_eye); + vec3 h = normalize(l + v); + float n_dot_l = dot(normal, l); + vec3 diffuse = material_color.xyz * n_dot_l; + float specular = pow(dot(normal, h), 16.0); + gl_FragColor = step(0.0, n_dot_l) * + vec4((diffuse + vec3(specular)) * shadow, material_color.w); +} + +[vertex shader] +/*uniform vec3 light_eye; +varying vec2 texcoord; +varying vec3 light_surf; +varying vec3 eye_surf; +varying vec3 tangent_surf; +*/ +varying vec3 vertex_eye; +varying vec4 shadow_coords; +uniform mat4 mvp, mv, light_mvp; + +void main() +{ +/* vec3 t = (mv * vec4(1.0,, 0.0)).xyz; + vec3 n = (mv * vec4(gl_Normal, 0.0)).xyz; +*/ + gl_Position = mvp * gl_Vertex; + vertex_eye = vec3(mv * gl_Vertex); + shadow_coords = light_mvp * gl_Vertex; +/* + mat3 tbn = mat3(t, + cross(n, t), + n + ); + + + texcoord = vec2(gl_MultiTexCoord0.x * 4, gl_MultiTexCoord0.y); + light_surf = normalize((light_eye - vertex_eye) * tbn); + eye_surf = normalize((-vertex_eye) * tbn); + tangent_surf = gl_MultiTexCoord1.xyz * tbn; +*/ +} + diff --git a/shaders/anholt/9.shader_test b/shaders/anholt/9.shader_test new file mode 100644 index 0000000..63eb250 --- /dev/null +++ b/shaders/anholt/9.shader_test @@ -0,0 +1,16 @@ +[require] +GLSL >= 1.10 + +[fragment shader] +void main() +{ +} + +[vertex shader] +uniform mat4 mvp, mv; + +void main() +{ + gl_Position = mvp * gl_Vertex; +} + diff --git a/shaders/anholt/ground.frag b/shaders/anholt/ground.frag deleted file mode 100644 index 60d0c09..0000000 --- a/shaders/anholt/ground.frag +++ /dev/null @@ -1,21 +0,0 @@ -#version 120 - -uniform vec3 light_eye; -varying vec4 shadow_coords; -varying vec3 vertex_eye; -uniform sampler2DShadow shadow_sampler; - -void main() -{ - vec3 normal = vec3(0.0, 0.0, 1.0); - vec4 material_color = vec4(1.0, 0.7, 0.5, 1.0); - float shadow = shadow2DProj(shadow_sampler, shadow_coords).x; - vec3 l = normalize(light_eye - vertex_eye); - vec3 v = normalize(-vertex_eye); - vec3 h = normalize(l + v); - float n_dot_l = dot(normal, l); - vec3 diffuse = material_color.xyz * n_dot_l; - float specular = pow(dot(normal, h), 16.0); - gl_FragColor = step(0.0, n_dot_l) * - vec4((diffuse + vec3(specular)) * shadow, material_color.w); -} diff --git a/shaders/anholt/shadow.frag b/shaders/anholt/shadow.frag deleted file mode 100644 index 9198103..0000000 --- a/shaders/anholt/shadow.frag +++ /dev/null @@ -1,3 +0,0 @@ -void main() -{ -} diff --git a/shaders/anholt/shadowmap_display.frag b/shaders/anholt/shadowmap_display.frag deleted file mode 100644 index 8db3446..0000000 --- a/shaders/anholt/shadowmap_display.frag +++ /dev/null @@ -1,7 +0,0 @@ -uniform sampler2D shadow_sampler; -varying vec2 texcoord; - -void main() -{ - gl_FragColor = texture2D(shadow_sampler, texcoord); -} |