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authorEric Anholt <eric@anholt.net>2010-04-13 13:50:37 -0700
committerEric Anholt <eric@anholt.net>2010-04-13 13:50:57 -0700
commitf72ba22ec12a1f635bbe07b8b7eb2be64658476c (patch)
tree48a9da418ca792263b852e25de2ac2e7fecbeea3
parentd36b0d32fd0986ff145f5ad55c93803cd51fa280 (diff)
Add some GPLv2 shaders found in XReal for GLSL parse testing.
-rw-r--r--COPYING25
-rw-r--r--documentation/GPL-2339
-rw-r--r--tests/all.tests8
-rw-r--r--tests/glslparsertest/glsl2/xreal-lighting-d-omni.frag60
-rw-r--r--tests/glslparsertest/glsl2/xreal-lighting-d-omni.vert46
-rw-r--r--tests/glslparsertest/glsl2/xreal-lighting-db-omni.frag63
-rw-r--r--tests/glslparsertest/glsl2/xreal-lighting-db-omni.vert54
-rw-r--r--tests/glslparsertest/glsl2/xreal-lighting-dbs-omni.frag77
-rw-r--r--tests/glslparsertest/glsl2/xreal-lighting-dbs-omni.vert58
9 files changed, 730 insertions, 0 deletions
diff --git a/COPYING b/COPYING
index 3fd3f13d..02cd9a81 100644
--- a/COPYING
+++ b/COPYING
@@ -71,6 +71,31 @@ tests/glslparsertest/glsl2/norsetto-*
* GNU General Public License for more details.
*/
+tests/glslparsertest/xreal-*
+/* Full text of the GPL v2 is included in documentation/GPL-2 */
+/*
+===========================================================================
+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
+===========================================================================
+*/
+
+
tests/glslparsertest/shaders/*
/************************************************************************
* *
diff --git a/documentation/GPL-2 b/documentation/GPL-2
new file mode 100644
index 00000000..d511905c
--- /dev/null
+++ b/documentation/GPL-2
@@ -0,0 +1,339 @@
+ GNU GENERAL PUBLIC LICENSE
+ Version 2, June 1991
+
+ Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
+ 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ Everyone is permitted to copy and distribute verbatim copies
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diff --git a/tests/all.tests b/tests/all.tests
index a9f027bf..c112dca1 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -612,6 +612,14 @@ add_otherglslparsertest('glsl2/gst-gl-vconv9.vert', 'pass')
add_otherglslparsertest('glsl2/norsetto-bumptbn_sh_fp.frag', 'pass')
add_otherglslparsertest('glsl2/norsetto-bumptbn_sh_fp.vert', 'pass')
+# All the xreal shaders should pass.
+add_otherglslparsertest('glsl2/xreal-lighting-db-omni.frag', 'pass')
+add_otherglslparsertest('glsl2/xreal-lighting-db-omni.vert', 'pass')
+add_otherglslparsertest('glsl2/xreal-lighting-dbs-omni.frag', 'pass')
+add_otherglslparsertest('glsl2/xreal-lighting-dbs-omni.vert', 'pass')
+add_otherglslparsertest('glsl2/xreal-lighting-d-omni.frag', 'pass')
+add_otherglslparsertest('glsl2/xreal-lighting-d-omni.vert', 'pass')
+
asmparsertest = Group()
def add_asmparsertest(group, shader):
asmparsertest[group + '/' + shader] = PlainExecTest(['asmparsertest', '-auto', group, 'tests/asmparsertest/shaders/' + group + '/' + shader])
diff --git a/tests/glslparsertest/glsl2/xreal-lighting-d-omni.frag b/tests/glslparsertest/glsl2/xreal-lighting-d-omni.frag
new file mode 100644
index 00000000..4380fc08
--- /dev/null
+++ b/tests/glslparsertest/glsl2/xreal-lighting-d-omni.frag
@@ -0,0 +1,60 @@
+/*
+===========================================================================
+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/tests/glslparsertest/glsl2/xreal-lighting-d-omni.vert b/tests/glslparsertest/glsl2/xreal-lighting-d-omni.vert
new file mode 100644
index 00000000..801821ad
--- /dev/null
+++ b/tests/glslparsertest/glsl2/xreal-lighting-d-omni.vert
@@ -0,0 +1,46 @@
+/*
+===========================================================================
+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/tests/glslparsertest/glsl2/xreal-lighting-db-omni.frag b/tests/glslparsertest/glsl2/xreal-lighting-db-omni.frag
new file mode 100644
index 00000000..04f29cc5
--- /dev/null
+++ b/tests/glslparsertest/glsl2/xreal-lighting-db-omni.frag
@@ -0,0 +1,63 @@
+/*
+===========================================================================
+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/tests/glslparsertest/glsl2/xreal-lighting-db-omni.vert b/tests/glslparsertest/glsl2/xreal-lighting-db-omni.vert
new file mode 100644
index 00000000..ababf574
--- /dev/null
+++ b/tests/glslparsertest/glsl2/xreal-lighting-db-omni.vert
@@ -0,0 +1,54 @@
+/*
+===========================================================================
+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/tests/glslparsertest/glsl2/xreal-lighting-dbs-omni.frag b/tests/glslparsertest/glsl2/xreal-lighting-dbs-omni.frag
new file mode 100644
index 00000000..7444aa22
--- /dev/null
+++ b/tests/glslparsertest/glsl2/xreal-lighting-dbs-omni.frag
@@ -0,0 +1,77 @@
+/*
+===========================================================================
+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/tests/glslparsertest/glsl2/xreal-lighting-dbs-omni.vert b/tests/glslparsertest/glsl2/xreal-lighting-dbs-omni.vert
new file mode 100644
index 00000000..0ba52332
--- /dev/null
+++ b/tests/glslparsertest/glsl2/xreal-lighting-dbs-omni.vert
@@ -0,0 +1,58 @@
+/*
+===========================================================================
+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 );
+}