diff options
author | Eric Anholt <eric@anholt.net> | 2010-04-13 12:49:45 -0700 |
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committer | Eric Anholt <eric@anholt.net> | 2010-04-13 12:49:45 -0700 |
commit | f00ac017d812c190d967d1cabde4a20b56962658 (patch) | |
tree | 064f371fb312cb1bedce1172ca4262e341db906e /tests/glslparsertest/glsl2/gst-gl-bumper.vert | |
parent | 0f7def00bdab281e845e130fb53bc79d9f2e987d (diff) |
Add shaders from GStreamer as parser tests.
These were hand-copied from commit
7edf5771853fa34099b07de1c2b18e03db9048dd of gst-plugins-gl. C strings
were converted to standalone files, with adjustment of whitespace.
All changes other than string conversion and whitespace are annotated
with a comment mentioning piglit.
Mesa fails on the array constructors for 3 of them, while GLSL2 fails on many
of them due to lack of builtin functions but not due to array constructors.
Diffstat (limited to 'tests/glslparsertest/glsl2/gst-gl-bumper.vert')
-rw-r--r-- | tests/glslparsertest/glsl2/gst-gl-bumper.vert | 51 |
1 files changed, 51 insertions, 0 deletions
diff --git a/tests/glslparsertest/glsl2/gst-gl-bumper.vert b/tests/glslparsertest/glsl2/gst-gl-bumper.vert new file mode 100644 index 000000000..94591a819 --- /dev/null +++ b/tests/glslparsertest/glsl2/gst-gl-bumper.vert @@ -0,0 +1,51 @@ +/* + * 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; +} |