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authorluchen@google.com <luchen@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2010-06-17 22:52:34 +0000
committerluchen@google.com <luchen@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2010-06-17 22:52:34 +0000
commit37b30e20d1503c14929699049f78ae35c2164ac5 (patch)
tree093aa4c7455ef2c4217a451fc68e21db0805de42 /o3d/samples/shaders
parent084391bc16e3cc8696ae40eaea28b7f2d4009d69 (diff)
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o3d-webgl: adding billboard demo.
Review URL: http://codereview.chromium.org/2863001 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@50155 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'o3d/samples/shaders')
-rw-r--r--o3d/samples/shaders/billboard-glsl.shader67
-rw-r--r--o3d/samples/shaders/imposter-glsl.shader77
2 files changed, 144 insertions, 0 deletions
diff --git a/o3d/samples/shaders/billboard-glsl.shader b/o3d/samples/shaders/billboard-glsl.shader
new file mode 100644
index 0000000..3385014
--- /dev/null
+++ b/o3d/samples/shaders/billboard-glsl.shader
@@ -0,0 +1,67 @@
+/*
+ * Copyright 2009, Google Inc.
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above
+ * copyright notice, this list of conditions and the following disclaimer
+ * in the documentation and/or other materials provided with the
+ * distribution.
+ * * Neither the name of Google Inc. nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+// This Billboard shader always faces the screen. It doesn't have any lighting.
+uniform mat4 projection;
+uniform mat4 worldView;
+
+// input parameters for our vertex shader
+attribute vec4 position;
+attribute vec2 texCoord0;
+
+// input parameters for our pixel shader
+// also the output parameters for our vertex shader
+varying vec2 v_texcoord;
+
+/**
+ * Vertex Shader - vertex shader for phong illumination
+ */
+void main() {
+ // Just add the world position of the transform to input position
+ // and then multiple by the projection.
+ gl_Position = projection * (position + vec4(worldView[3].xyz, 0));
+ v_texcoord = texCoord0;
+}
+
+// #o3d SplitMarker
+
+uniform sampler2D texSampler0;
+varying vec2 v_texcoord;
+
+/**
+ * Pixel Shader
+ */
+void main() {
+ gl_FragColor = texture2D(texSampler0, v_texcoord);
+}
+
+// #o3d MatrixLoadOrder RowMajor
+
diff --git a/o3d/samples/shaders/imposter-glsl.shader b/o3d/samples/shaders/imposter-glsl.shader
new file mode 100644
index 0000000..1363d7ae
--- /dev/null
+++ b/o3d/samples/shaders/imposter-glsl.shader
@@ -0,0 +1,77 @@
+/*
+ * Copyright 2009, Google Inc.
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above
+ * copyright notice, this list of conditions and the following disclaimer
+ * in the documentation and/or other materials provided with the
+ * distribution.
+ * * Neither the name of Google Inc. nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+// This Imposter shader rotates around Y to face the camera.
+// It doesn't have any lighting.
+
+uniform mat4 world;
+uniform mat4 viewInverse;
+uniform mat4 viewProjection;
+
+// input parameters for our vertex shader
+attribute vec4 position;
+attribute vec2 texCoord0;
+
+// input parameters for our pixel shader
+// also the output parameters for our vertex shader
+varying vec2 v_texcoord;
+
+/**
+ * Vertex Shader - vertex shader for phong illumination
+ */
+void main() {
+ vec3 toCamera = normalize(viewInverse[3].xyz - world[3].xyz);
+ vec3 yAxis = vec3(0, 1, 0);
+ vec3 xAxis = cross(yAxis, toCamera);
+ vec3 zAxis = cross(xAxis, yAxis);
+
+ mat4 newWorld = mat4(
+ vec4(xAxis, 0),
+ vec4(yAxis, 0),
+ vec4(xAxis, 0),
+ world[3]);
+ gl_Position = (viewProjection * newWorld) * position;
+ v_texcoord = texCoord0;
+}
+
+// #o3d SplitMarker
+
+uniform sampler2D texSampler0;
+varying vec2 v_texcoord;
+
+/**
+ * Pixel Shader
+ */
+void main() {
+ gl_FragColor = texture2D(texSampler0, v_texcoord);
+}
+
+// #o3d MatrixLoadOrder RowMajor