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authorEric Anholt <eric@anholt.net>2010-04-13 12:49:45 -0700
committerEric Anholt <eric@anholt.net>2010-04-13 12:49:45 -0700
commitf00ac017d812c190d967d1cabde4a20b56962658 (patch)
tree064f371fb312cb1bedce1172ca4262e341db906e /tests/glslparsertest/glsl2/gst-gl-bumper.vert
parent0f7def00bdab281e845e130fb53bc79d9f2e987d (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.vert51
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
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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;
+}