diff options
author | Eric Anholt <eric@anholt.net> | 2011-05-16 22:07:59 -0700 |
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committer | Eric Anholt <eric@anholt.net> | 2011-05-16 22:07:59 -0700 |
commit | 53df428a12c058578bddb6093c43801a556800f2 (patch) | |
tree | c859548b88d40cd587065c9db223bc1dd365d21a /shaders |
Initial import.
Diffstat (limited to 'shaders')
41 files changed, 3469 insertions, 0 deletions
diff --git a/shaders/gst-gl-bulge.frag b/shaders/gst-gl-bulge.frag new file mode 100644 index 0000000..86980c3 --- /dev/null +++ b/shaders/gst-gl-bulge.frag @@ -0,0 +1,43 @@ +// [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 new file mode 100644 index 0000000..395428c --- /dev/null +++ b/shaders/gst-gl-bumper.frag @@ -0,0 +1,61 @@ +// [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 new file mode 100644 index 0000000..ad1560b --- /dev/null +++ b/shaders/gst-gl-bumper.vert @@ -0,0 +1,60 @@ +// [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 new file mode 100644 index 0000000..e21ea7a --- /dev/null +++ b/shaders/gst-gl-convolution.frag @@ -0,0 +1,55 @@ +// [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 new file mode 100644 index 0000000..411558d --- /dev/null +++ b/shaders/gst-gl-cube-v.vert @@ -0,0 +1,62 @@ +// [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 new file mode 100644 index 0000000..8bd25f4 --- /dev/null +++ b/shaders/gst-gl-difference.frag @@ -0,0 +1,37 @@ +// [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 new file mode 100644 index 0000000..d63a17b --- /dev/null +++ b/shaders/gst-gl-fisheye.frag @@ -0,0 +1,43 @@ +// [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 new file mode 100644 index 0000000..c206012 --- /dev/null +++ b/shaders/gst-gl-glass.frag @@ -0,0 +1,53 @@ +// [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 new file mode 100644 index 0000000..2a0817e --- /dev/null +++ b/shaders/gst-gl-greedyh.frag @@ -0,0 +1,116 @@ +// [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 new file mode 100644 index 0000000..01afa31 --- /dev/null +++ b/shaders/gst-gl-hconv9.frag @@ -0,0 +1,59 @@ +// [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 new file mode 100644 index 0000000..4402687 --- /dev/null +++ b/shaders/gst-gl-interpolate.frag @@ -0,0 +1,38 @@ +// [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 new file mode 100644 index 0000000..8b1feae --- /dev/null +++ b/shaders/gst-gl-luma-threshold.frag @@ -0,0 +1,38 @@ +// [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 new file mode 100644 index 0000000..6b36af3 --- /dev/null +++ b/shaders/gst-gl-luma-to-curve.frag @@ -0,0 +1,39 @@ +// [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 new file mode 100644 index 0000000..f770fc0 --- /dev/null +++ b/shaders/gst-gl-mirror.frag @@ -0,0 +1,42 @@ +// [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 new file mode 100644 index 0000000..a7667b4 --- /dev/null +++ b/shaders/gst-gl-mosaic-f.frag @@ -0,0 +1,36 @@ +// [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 new file mode 100644 index 0000000..7c64d60 --- /dev/null +++ b/shaders/gst-gl-mosaic-v.vert @@ -0,0 +1,59 @@ +// [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 new file mode 100644 index 0000000..536f066 --- /dev/null +++ b/shaders/gst-gl-multiply.frag @@ -0,0 +1,38 @@ +// [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 new file mode 100644 index 0000000..1f6b641 --- /dev/null +++ b/shaders/gst-gl-rgb-to-curve.frag @@ -0,0 +1,42 @@ +// [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 new file mode 100644 index 0000000..4141e82 --- /dev/null +++ b/shaders/gst-gl-sin.frag @@ -0,0 +1,75 @@ +// [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 new file mode 100644 index 0000000..fa797e6 --- /dev/null +++ b/shaders/gst-gl-sobel.frag @@ -0,0 +1,60 @@ +// [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 new file mode 100644 index 0000000..d6669a8 --- /dev/null +++ b/shaders/gst-gl-square.frag @@ -0,0 +1,45 @@ +// [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 new file mode 100644 index 0000000..653307d --- /dev/null +++ b/shaders/gst-gl-squeeze.frag @@ -0,0 +1,44 @@ +// [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 new file mode 100644 index 0000000..9737850 --- /dev/null +++ b/shaders/gst-gl-sum.frag @@ -0,0 +1,39 @@ +// [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 new file mode 100644 index 0000000..65fb18d --- /dev/null +++ b/shaders/gst-gl-text-download-i420-yv12.frag @@ -0,0 +1,54 @@ +// [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 new file mode 100644 index 0000000..9dbe97b --- /dev/null +++ b/shaders/gst-gl-text-download-yuy2-uyvy.frag @@ -0,0 +1,54 @@ +// [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 new file mode 100644 index 0000000..15a59ed --- /dev/null +++ b/shaders/gst-gl-text-upload-ayuv.frag @@ -0,0 +1,47 @@ +// [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 new file mode 100644 index 0000000..f6b798a --- /dev/null +++ b/shaders/gst-gl-text-upload-i420-yv12.frag @@ -0,0 +1,49 @@ +// [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 new file mode 100644 index 0000000..93280db --- /dev/null +++ b/shaders/gst-gl-text-upload-yuy2-uyvy.frag @@ -0,0 +1,51 @@ +// [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 new file mode 100644 index 0000000..41bbdba --- /dev/null +++ b/shaders/gst-gl-texture-interp.frag @@ -0,0 +1,51 @@ +// [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 new file mode 100644 index 0000000..70f80d0 --- /dev/null +++ b/shaders/gst-gl-tunnel.frag @@ -0,0 +1,47 @@ +// [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 new file mode 100644 index 0000000..bb75978 --- /dev/null +++ b/shaders/gst-gl-twirl.frag @@ -0,0 +1,46 @@ +// [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 new file mode 100644 index 0000000..e6cdeb1 --- /dev/null +++ b/shaders/gst-gl-vconv9.frag @@ -0,0 +1,52 @@ +// [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 new file mode 100644 index 0000000..ed90545 --- /dev/null +++ b/shaders/norsetto-bumptbn_sh_fp.frag @@ -0,0 +1,68 @@ +// [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 new file mode 100644 index 0000000..bf93986 --- /dev/null +++ b/shaders/norsetto-bumptbn_sh_fp.vert @@ -0,0 +1,45 @@ +// [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 new file mode 100644 index 0000000..039ce6b --- /dev/null +++ b/shaders/xonotic-vs-generic-diffuse.vert @@ -0,0 +1,1309 @@ +// [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 new file mode 100644 index 0000000..e386e5b --- /dev/null +++ b/shaders/xreal-lighting-d-omni.frag @@ -0,0 +1,69 @@ +// [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 new file mode 100644 index 0000000..6571aae --- /dev/null +++ b/shaders/xreal-lighting-d-omni.vert @@ -0,0 +1,55 @@ +// [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 new file mode 100644 index 0000000..e6e512f --- /dev/null +++ b/shaders/xreal-lighting-db-omni.frag @@ -0,0 +1,72 @@ +// [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 new file mode 100644 index 0000000..d6c78da --- /dev/null +++ b/shaders/xreal-lighting-db-omni.vert @@ -0,0 +1,63 @@ +// [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 new file mode 100644 index 0000000..5e08797 --- /dev/null +++ b/shaders/xreal-lighting-dbs-omni.frag @@ -0,0 +1,86 @@ +// [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 new file mode 100644 index 0000000..c1a0284 --- /dev/null +++ b/shaders/xreal-lighting-dbs-omni.vert @@ -0,0 +1,67 @@ +// [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 ); +} |