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authorgman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2009-06-17 06:13:42 +0000
committergman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2009-06-17 06:13:42 +0000
commit3d476cf047d6a463d5706f70bfdf5e3787f863ee (patch)
treea14f7c154461bcd0f130998e208f4797ff97727c /o3d/samples/shaders
parent16782af93aa5c1fe71bdf90b1d256c410d53bd2a (diff)
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Undoing gcl bug damage
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@18598 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'o3d/samples/shaders')
-rwxr-xr-xo3d/samples/shaders/toon.shader98
1 files changed, 0 insertions, 98 deletions
diff --git a/o3d/samples/shaders/toon.shader b/o3d/samples/shaders/toon.shader
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--- a/o3d/samples/shaders/toon.shader
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-/*
- * 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.
- */
-
-// The 4x4 world view projection matrix.
-float4x4 worldViewProjection : WorldViewProjection;
-float4x4 worldInverseTranspose : WorldInverseTranspose;
-float4x4 world : World;
-
-float4 ambientIntensity;
-float4 lightIntensity;
-float4 ambient;
-float4 diffuse;
-float3 lightWorldPos;
-
-sampler colorRamp;
-
-// input parameters for our vertex shader
-struct VertexShaderInput {
- float4 position : POSITION; // Position vector of vertex
- float4 normal : NORMAL;
-};
-
-// input parameters for our pixel shader
-struct PixelShaderInput {
- float4 position : POSITION;
- float3 normal : TEXCOORD0;
- float3 worldPosition : TEXCOORD1;
-};
-
-/**
- * Our vertex shader.
- */
-PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
- PixelShaderInput output;
-
- // Transform position into clip space.
- output.position = mul(input.position, worldViewProjection);
-
- // Transform normal into world space, where we can do lighting
- // calculations even if the world transform contains scaling.
- output.normal = mul(input.normal, worldInverseTranspose).xyz;
-
- // Calculate surface position in world space.
- output.worldPosition = mul(input.position, world).xyz;
-
- return output;
-}
-
-/**
- * Our pixel shader.
- */
-float4 pixelShaderFunction(PixelShaderInput input): COLOR {
- float3 surfaceToLight = normalize(lightWorldPos - input.worldPosition);
-
- float3 worldNormal = normalize(input.normal);
-
- // Apply diffuse lighting in world space in case the world transform
- // contains scaling.
- float4 directionalIntensity = lightIntensity *
- tex2D(colorRamp, float2(saturate(dot(worldNormal, surfaceToLight)), 0.5));
- float4 outColor = ambientIntensity * ambient + directionalIntensity * diffuse;
- return float4(outColor.rgb, diffuse.a);
-}
-
-// Here we tell our effect file *which* functions are
-// our vertex and pixel shaders.
-
-// #o3d VertexShaderEntryPoint vertexShaderFunction
-// #o3d PixelShaderEntryPoint pixelShaderFunction
-// #o3d MatrixLoadOrder RowMajor