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author | luchen@google.com <luchen@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2010-06-29 23:03:09 +0000 |
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committer | luchen@google.com <luchen@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2010-06-29 23:03:09 +0000 |
commit | f621b79f64f6784d0c192ec17975292306af4275 (patch) | |
tree | 54b725da91ac36b65c5370033b29dd67b2fd36ae /o3d | |
parent | 08dc3d4c9c729c71ad05332c0aeb9fe4a48410a8 (diff) | |
download | chromium_src-f621b79f64f6784d0c192ec17975292306af4275.zip chromium_src-f621b79f64f6784d0c192ec17975292306af4275.tar.gz chromium_src-f621b79f64f6784d0c192ec17975292306af4275.tar.bz2 |
o3d-webgl: adding shader test demo.
Review URL: http://codereview.chromium.org/2830003
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@51186 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'o3d')
-rw-r--r-- | o3d/samples/o3d-webgl-samples/shader-test.html | 407 | ||||
-rw-r--r-- | o3d/samples/o3d-webgl-samples/yuv2rgb.html | 203 | ||||
-rw-r--r-- | o3d/samples/o3d-webgl/buffer.js | 36 | ||||
-rw-r--r-- | o3d/samples/shaders/binormal-glsl.shader | 55 | ||||
-rw-r--r-- | o3d/samples/shaders/bump-glsl.shader | 140 | ||||
-rw-r--r-- | o3d/samples/shaders/checker-glsl.shader | 107 | ||||
-rw-r--r-- | o3d/samples/shaders/diffuse-glsl.shader | 87 | ||||
-rw-r--r-- | o3d/samples/shaders/normal-glsl.shader | 56 | ||||
-rw-r--r-- | o3d/samples/shaders/phong-with-colormult-glsl.shader | 88 | ||||
-rw-r--r-- | o3d/samples/shaders/solid-color-glsl.shader | 62 | ||||
-rw-r--r-- | o3d/samples/shaders/tangent-glsl.shader | 56 | ||||
-rw-r--r-- | o3d/samples/shaders/texture-colormult-glsl.shader | 67 | ||||
-rw-r--r-- | o3d/samples/shaders/texture-only-glsl.shader | 64 | ||||
-rw-r--r-- | o3d/samples/shaders/toon-glsl.shader | 89 | ||||
-rw-r--r-- | o3d/samples/shaders/yuv2rgb-glsl.shader | 230 |
15 files changed, 1746 insertions, 1 deletions
diff --git a/o3d/samples/o3d-webgl-samples/shader-test.html b/o3d/samples/o3d-webgl-samples/shader-test.html new file mode 100644 index 0000000..021c1c9 --- /dev/null +++ b/o3d/samples/o3d-webgl-samples/shader-test.html @@ -0,0 +1,407 @@ +<!-- +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. +--> + +<!-- +O3D Tutorial + +In this tutorial, we load a scene file and then apply various shaders to it. +--> +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" + "http://www.w3.org/TR/html4/loose.dtd"> +<html> +<head> +<meta http-equiv="content-type" content="text/html; charset=UTF-8"> +<title> +Shader Test +</title> +<style type="text/css"> + html, body { + height: 100%; + margin: 0; + padding: 0; + border: none; + } +</style> +<!-- Include sample javascript library functions--> +<script type="text/javascript" src="../o3d-webgl/base.js"></script> +<script type="text/javascript" src="../o3djs/base.js"></script> + +<!-- Our javascript code --> +<script type="text/javascript" id="o3dscript"> +o3djs.base.o3d = o3d; +o3djs.require('o3djs.webgl'); +o3djs.require('o3djs.util'); +o3djs.require('o3djs.rendergraph'); +o3djs.require('o3djs.pack'); +o3djs.require('o3djs.math'); +o3djs.require('o3djs.camera'); +o3djs.require('o3djs.effect'); +o3djs.require('o3djs.loader'); + +/** + * NOTE: O3D-WebGL is unable to load bump maps in .dds format. We omit the + * bump map examples here. + */ + +// Events +// init() once the page has finished loading. +// unload() when the page is unloaded. +window.onload = init; +window.onunload = unload; + +// global variables +var g_o3d; +var g_client; +var g_viewInfo; +var g_o3dElement; +var g_pack; +var g_root; +var g_math; +var g_timeMult = 1; +var g_finished = false; // for selenium testing +var g_currentTimeParam; +var g_clock = 0; +var g_shaderSelection = 0; +var g_rotateOn = true; +var g_o3dWidth; // width of our client area +var g_o3dHeight; // height of our client area +var g_shaders = [ + {file: 'diffuse', name: 'Diffuse'}, + {file: 'checker', name: 'Checker'}, + {file: 'texture-only', name: 'Texture'}, + {file: 'texture-colormult', name: 'Texture with Color Multiplier'}, + {file: 'tangent', name: 'Tangent'}, + {file: 'binormal', name: 'Binormal'}, + {file: 'normal', name: 'Normal'}, + {file: 'solid-color', name: 'Solid Color'}, + {file: 'vertex-color', name: 'Vertex Color'}, + {file: 'phong-with-colormult', name: 'Blinn-Phong with Color Multiplier'}, + {file: 'toon', name: 'Toon'} + ]; +var g_effects = []; +var g_bumpTextureSampler; +var g_colorRampSampler; + +// Our view and projection matrices +// The view matrix transforms objects from world space to view space. +var g_viewMatrix; +// The projection matrix projects objects from view space to the screen. +var g_projMatrix; + +/** + * Returns the path of where the file is located + * with the trailing slash + */ +function getCurrentPath() { + var path = window.location.href; + var index = path.lastIndexOf('/'); + return path.substring(0, index + 1); +} + +/** + * Turn rotation on. + */ +function turnRotateOn() { + g_rotateOn = true; +} + +/** + * Turn rotation off. + */ +function turnRotateOff() { + g_rotateOn = false; +} + +/** + * This is the code to animate the rotation. + * @param {o3d.RenderEvent} render_event The render event. + */ +function onrender(render_event) { + var elapsedTime = render_event.elapsedTime * g_timeMult; + var newWidth = g_client.width; + var newHeight = g_client.height; + if (newWidth != g_o3dWidth || newHeight != g_o3dHeight) { + g_o3dWidth = newWidth; + g_o3dHeight = newHeight; + setupCamera(g_pack, g_root); + } + + g_clock += elapsedTime * (g_rotateOn ? 1 : 0); + g_root.identity(); + g_root.rotateY(g_clock); + + g_currentTimeParam.value = g_clock; +} + +/** + * Sets the camera based on the imported file. + * @param {!o3d.Pack} pack Pack to create context in. + * @param {!o3d.Transform} root Root of tree to search for camera info. + */ +function setupCamera(pack, root) { + // Get a CameraInfo (an object with a view and projection matrix) + // using our javascript library function + var cameraInfo = o3djs.camera.getViewAndProjectionFromCameras(root, + g_o3dWidth, + g_o3dHeight); + + // Copy the view and projection to the draw context. + g_viewInfo.drawContext.view = cameraInfo.view; + g_viewInfo.drawContext.projection = cameraInfo.projection; +} + +/** + * Our callback is called once the scene has been loaded into memory + * from the web or locally. + * @param {!o3d.Pack} pack Variable referring to the scene's pack. + * @param {!o3d.Transform} parent Transform parent. + * @param {*} exception null if loading succeeded. + */ +function sceneCallback(pack, parent, exception) { + if (exception) { + alert('Could not load scene\n' + exception); + return; + } + setupCamera(pack, parent); + + // Start with diffuse as default + applyShader(pack, 0); + + // Add some vertex colors because the teapot does not have any + // and yet the vertex color shader requires them. + var streamBanks = pack.getObjectsByClassName('o3d.StreamBank'); + for (var ss = 0; ss < streamBanks.length; ++ss) { + var streamBank = streamBanks[ss]; + if (!streamBank.getVertexStream(g_o3d.Stream.COLOR, 0)) { + var positionField = streamBank.getVertexStream(g_o3d.Stream.POSITION, + 0).field; + var buffer = positionField.buffer; + var numElements = buffer.numElements; + var colorField = buffer.createField('FloatField', 4); + var colors = []; + for (var nn = 0; nn < numElements; ++nn) { + colors.push((nn * 40 / numElements) % 1, + (nn * 61 / numElements) % 1, + (nn * 83 / numElements) % 1, + 1); + } + colorField.setAt(0, colors); + streamBank.setVertexStream(g_o3d.Stream.COLOR, 0, colorField, 0); + } + } + + // Generate draw elements and setup material draw lists. + o3djs.pack.preparePack(pack, g_viewInfo); +} + +/** + * Looks up a Param and if it exists sets its value. + * @param {!o3d.ParamObject} object object to look for param on. + * @param {string} name name of Param to look up. + * @param {*} value Value to set param. + */ +function setParam(object, paramName, value) { + var param = object.getParam(paramName); + if (param) { + param.value = value; + } +} + +/** + * Apply the desired shader to our scene. + * @param {!o3d.Pack} pack Variable referring to the scene's pack. + * @param {number} shaderNumber Index into g_effects of which shader to use. + */ +function applyShader(pack, shaderNumber) { + var materials = pack.getObjectsByClassName('o3d.Material'); + // Make the change to each material. For our teapot, there is only one + // material. + for (var m = 0; m < materials.length; m++) { + var material = materials[m]; + g_effects[shaderNumber].createUniformParameters(material); + material.effect = g_effects[shaderNumber]; + + // Set our shader values + var colorParamValue = [0.8, 0.8, 0.8, 1]; + var lightPosParamValue = [600, 600, 1000]; + + setParam(material, 'lightPos', lightPosParamValue); + setParam(material, 'lightWorldPos', lightPosParamValue); + setParam(material, 'cameraEye', [197.58, -63.5702, 0]); + setParam(material, 'color', colorParamValue); + setParam(material, 'colorMult', [.75, .75, 75., 1]); + setParam(material, 'useTexture', 0); + setParam(material, 'lightIntensity', [0.8, 0.8, 0.8, 1]); + setParam(material, 'ambientIntensity', [0.2, 0.2, 0.2, 1]); + setParam(material, 'emissive', [0, 0, 0, 1]); + setParam(material, 'ambient', [1, 1, 1, 1]); + setParam(material, 'diffuse', colorParamValue); + setParam(material, 'specular', [0.5, 0.5, 0.5, 1]); + setParam(material, 'shininess', 50); + setParam(material, 'AmbientSampler', g_bumpTextureSampler); + setParam(material, 'DiffuseSampler', g_bumpTextureSampler); + setParam(material, 'texSampler0', g_bumpTextureSampler); + setParam(material, 'colorRamp', g_colorRampSampler); + + var timeParam = material.getParam('inputTime'); + if (timeParam) { + timeParam.bind(g_currentTimeParam); + } + } +} + +/** + * Creates our client area by looking for <div>s with an id that starts with + * "o3d". + */ +function init() { + o3djs.webgl.makeClients(initStep2); +} + +/** + * Initializes O3D and loads the scene into the transform graph. + */ +function initStep2(clientElements) { + // Initialize global variables and libraries. + g_o3dElement = clientElements[0]; + g_o3d = g_o3dElement.o3d; + g_math = o3djs.math; + g_client = g_o3dElement.client; + + // Get the width and height of our client area. We will need this to create + // a projection matrix. + g_o3dWidth = g_client.width; + g_o3dHeight = g_client.height; + + // Creates a pack to manage our resources/assets + g_pack = g_client.createPack(); + + // Create the render graph for a view. + g_viewInfo = o3djs.rendergraph.createBasicView( + g_pack, + g_client.root, + g_client.renderGraphRoot); + + // Creates a transform to put our data on. + g_root = g_pack.createObject('Transform'); + + // Connects our root to the client's root. + g_root.parent = g_client.root; + + var paramObject = g_pack.createObject('ParamObject'); + g_currentTimeParam = paramObject.createParam('timeParam','ParamFloat'); + + // Load effects and fill out options. + options = '<select id="shaderSelect" name="shaderSelect"' + + ' onChange="changeShader()">' + for(var s = 0; s < g_shaders.length; s++) { + g_effects[s] = g_pack.createObject('Effect'); + var shaderString = '../shaders/' + g_shaders[s].file + '-glsl.shader'; + o3djs.effect.loadEffect(g_effects[s], shaderString); + options += '<option value="' + s + '"' + (s == 0 ? ' selected' : '') + + '>' + g_shaders[s].name + '</option>'; + } + options += '</select>'; + document.getElementById('shaderDiv').innerHTML = options; + + var loader = o3djs.loader.createLoader(initStep3); + + var rampWidth = 64; + var texture = g_pack.createTexture2D( + rampWidth, 1, g_o3d.Texture.XRGB8, 1, false); + var pixels = []; + for (var ii = 0; ii < rampWidth; ++ii) { + var level = ii > rampWidth * 0.5 ? 1 : 0.3; + pixels.push(level, level, level); + } + texture.set(0, pixels); + g_colorRampSampler = g_pack.createObject('Sampler'); + g_colorRampSampler.texture = texture; + g_colorRampSampler.addressModeU = g_o3d.Sampler.CLAMP; + + loader.loadTexture(g_pack, '../assets/rock_texture.jpg', + function(texture, exception) { + if (exception) { + alert(exception); + } else { + g_bumpTextureSampler = g_pack.createObject('Sampler'); + g_bumpTextureSampler.texture = texture; + g_bumpTextureSampler.mipFilter = g_o3d.Sampler.LINEAR; + } + }); + var scenePath = getCurrentPath() + '../assets/teapot/scene.json'; + loader.loadScene(g_client, g_pack, g_root, scenePath, sceneCallback); + loader.finish(); +} + +function initStep3() { + o3djs.event.addEventListener(g_o3dElement, 'mousedown', turnRotateOff); + o3djs.event.addEventListener(g_o3dElement, 'mouseup', turnRotateOn); + + g_rotateOn = true; + + // Tell our example to rotate. + g_client.setRenderCallback(onrender); + + g_finished = true; // for selenium testing. +} + +/** + * Swaps which shader we are using and applies it. + */ +function changeShader() { + var shaderNumber = document.getElementById("shaderSelect").value; + g_shaderSelection = parseFloat(shaderNumber); + applyShader(g_pack, g_shaderSelection); +} + +/** + * Removes any callbacks so they don't get called after the page has unloaded. + */ +function unload() { + if (g_client) { + g_client.cleanup(); + } +} + +</script> +</head> +<body> +<h1 id="h">Shader Test</h1> +This example is useful for testing a shader or checking a scene. Clicking on the scene will temporarily stop rotation. +<br/> +<!-- Start of O3D plugin --> +<div id="o3d" style="width: 100%; height: 80%;"></div> +<!-- End of O3D plugin --> +<p> +<div id='shaderDiv'></div> +</body> +</html> diff --git a/o3d/samples/o3d-webgl-samples/yuv2rgb.html b/o3d/samples/o3d-webgl-samples/yuv2rgb.html new file mode 100644 index 0000000..64b4035 --- /dev/null +++ b/o3d/samples/o3d-webgl-samples/yuv2rgb.html @@ -0,0 +1,203 @@ +<!-- +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. +--> + +<!-- + +O3D YUV to RGB conversion Tutorial + +In this sample we convert from a Y'UV420p encoded video frame to an +RGB texture using a shader to do the conversion on the video hardware. +--> +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" + "http://www.w3.org/TR/html4/loose.dtd"> +<html> +<head> +<meta http-equiv="content-type" content="text/html; charset=UTF-8"> +<title>YUV to RGB Conversion in a shader.</title> +<script type="text/javascript" src="../o3d-webgl/base.js"></script> +<script type="text/javascript" src="../o3djs/base.js"></script> +<script type="text/javascript" id="o3dscript"> +o3djs.base.o3d = o3d; +o3djs.require('o3djs.webgl'); +o3djs.require('o3djs.util'); +o3djs.require('o3djs.math'); +o3djs.require('o3djs.rendergraph'); +o3djs.require('o3djs.primitives'); +o3djs.require('o3djs.material'); +o3djs.require('o3djs.io'); + +// Events +// Run the init() once the page has finished loading. +window.onload = init; + +// global variables +var g_o3d; +var g_math; +var g_client; +var g_pack; +var g_viewInfo; +var g_finished = false; // for selenium testing + +/** + * Creates the client area and sets up the secondary init entry point. + */ +function init() { + o3djs.webgl.makeClients(initStep2); +} + +/** + * Initializes O3D, loads the effect, and draws the quad that + * will display the texture. + * + * @param {Array} clientElements Array of o3d object elements. + */ +function initStep2(clientElements) { + // Initialize global variables and libraries. + var o3dElement = clientElements[0]; + g_o3d = o3dElement.o3d; + g_math = o3djs.math; + g_client = o3dElement.client; + + // Create a pack to manage our resources/assets + g_pack = g_client.createPack(); + + // Create the render graph for a view. + g_viewInfo = o3djs.rendergraph.createBasicView( + g_pack, + g_client.root, + g_client.renderGraphRoot); + + // Setup an orthographic projection + // Offset by half a pixel to avoid roundoff errors. + g_viewInfo.drawContext.projection = g_math.matrix4.orthographic( + -g_client.width * 0.5 + 0.5, + g_client.width * 0.5 + 0.5, + -g_client.height * 0.5 - 0.5, + g_client.height * 0.5 - 0.5, + 0.1, + 1000); + + g_viewInfo.drawContext.view = g_math.matrix4.lookAt( + [0, 500, 0], + [0, 0, 0], + [0, 0, -1]); + + // Create a material. + var myMaterial = o3djs.material.createMaterialFromFile( + g_pack, + '../shaders/yuv2rgb-glsl.shader', + g_viewInfo.performanceDrawList); + + // Creates a quad using the effect that has a 1:1 aspect ratio. + var myShape = o3djs.primitives.createPlane(g_pack, + myMaterial, + 720, // width + 720, // height + 1, // quads across + 1); // quads down + + + // Get the material's sampler parameter + var sampler_param = myMaterial.getParam('textureSampler'); + var sampler = g_pack.createObject('Sampler'); + sampler.addressModeU = g_o3d.Sampler.WRAP; + sampler.addressModeV = g_o3d.Sampler.WRAP; + sampler.magFilter = g_o3d.Sampler.POINT; + sampler.minFilter = g_o3d.Sampler.POINT; + + // Be sure to turn off MIP-mapping, since that causes problems when + // jumping around the image the way we are. + sampler.mipFilter = g_o3d.Sampler.NONE; + sampler_param.value = sampler; + + // Set the source image width + var width_param = myMaterial.getParam('imageWidth'); + width_param.value = 720.0; + + // Set the source image height + var height_param = myMaterial.getParam('imageHeight'); + height_param.value = 486.0; + + // Load our Y'UV420p texture, encoded as a greyscale PNG image. This + // happens asynchronously. + var url = o3djs.util.getCurrentURI() + '../assets/shaving_cream.png'; + o3djs.io.loadTexture(g_pack, url, function(texture, exception) { + if (exception) { + alert(exception); + return; + } + sampler.texture = texture; + // adjust the scale of our transform to match the aspect ratio of + // the texture. Of course we could also have waited until now to build + // our quad and set its width and height to match instead of scaling + // here. + var textureWidth = texture.width; + + // Account for additional data on bottom of image. + var textureHeight = texture.height * 2.0 / 3.0; + var hScale = 1; + var vScale = 1; + if (textureWidth > textureHeight) { + vScale = textureHeight / textureWidth; + } else if (textureHeight > textureWidth) { + hScale = textureWidth / textureHeight; + } + // We now attach our quad to the root of the transform graph. We do + // this after the texture has loaded, otherwise we'd be attempting + // to display something invalid. + var root = g_client.root; + root.addShape(myShape); + root.scale(hScale, 1, vScale); + + g_finished = true; // for selenium testing. + }); +} +</script> +</head> +<body> +<h1>YUV to RGB Conversion</h1> +<p>This how to do image colorspace and format conversion in a shader.</p> +<p>Here is the YUV encoded image (treated as an 8-bit greyscale image):</p> +<p><img src="../assets/shaving_cream.png" style="width: 720px; height: 729px" + alt="YUV encoded image"/></p> +<p>Here is the original image, encoded as a JPEG image:</p> +<p><img src="../assets/shaving_cream.jpg" style="width: 720px; height: 486px" + alt="Original JPG encoded image"/></p> +<p>Here is the O3D plugin loading the YUV image, and converting it +to RGB in the shader on the fly.</p> +<p>Note: With O3D-WebGL, we cannot get an exact translation back to the original +image due to WebGL behavior that does not occur in the plugin. See shader for +more details.</p> +<!-- Start of O3D plugin --> +<div id="o3d" style="width: 720px; height: 486px"></div> +<!-- End of O3D plugin --> +</body> +</html> diff --git a/o3d/samples/o3d-webgl/buffer.js b/o3d/samples/o3d-webgl/buffer.js index 52520d2..d07583f 100644 --- a/o3d/samples/o3d-webgl/buffer.js +++ b/o3d/samples/o3d-webgl/buffer.js @@ -68,6 +68,12 @@ o3d.Buffer.prototype.gl_buffer_ = 0; */ o3d.Buffer.prototype.ArrayType = WebGLFloatArray; +o3d.Buffer.prototype.__defineGetter__('numElements', + function() { + return (!this.array_) ? 0 : this.array_.length / this.totalComponents; + } +); + /** * Allocates memory for the data to be stored in the buffer based on * the types of fields set on the buffer. @@ -112,11 +118,37 @@ o3d.Buffer.prototype.resize = function(numElements) { */ o3d.Buffer.prototype.createField = function(fieldType, numComponents) { + // Check if array has already been allocated. If so, we need to reshuffle + // the data currently stored. + var alreadyAllocated = this.array_ && this.array_.length > 0; + var savedData = []; + var numElements = this.numElements; + + // Make copies of the existing field data. + if (alreadyAllocated) { + for (var i = 0; i < this.fields_.length; i++) { + savedData[i] = this.fields_[i].getAt(0, numElements); + } + } + + // Create the new field. var f = new o3d.Field(); f.buffer = this; f.numComponents = numComponents; f.size = numComponents * (fieldType=='UByteNField' ? 1 : 4); this.fields_.push(f); + + // Resize the buffer with the new field, and replace data. + if (alreadyAllocated) { + this.allocateElements(numElements); + for (var i = 0; i < this.fields_.length; i++) { + var fieldData = savedData[i]; + if (fieldData) { + this.fields_[i].setAt(0, fieldData); + } + } + } + return f; }; @@ -132,6 +164,8 @@ o3d.Buffer.prototype.createField = */ o3d.Buffer.prototype.removeField = function(field) { + // TODO(luchen): Removing fields does not require a reshuffling, but may want + // to do it anyways to save space. var i = 0; for (var j = 0; j < this.fields_.length; ++j) { if (this.fields_[i] == field) @@ -220,7 +254,7 @@ o3d.inherit('VertexBufferBase', 'Buffer'); * Modifying this copy has no effect on the buffer. */ o3d.VertexBufferBase.prototype.get = function() { - return this.getAtHelper_(0, this.array_.length / this.totalComponents, + return this.getAtHelper_(0, this.numElements, 0, this.totalComponents); }; diff --git a/o3d/samples/shaders/binormal-glsl.shader b/o3d/samples/shaders/binormal-glsl.shader new file mode 100644 index 0000000..58fbb27 --- /dev/null +++ b/o3d/samples/shaders/binormal-glsl.shader @@ -0,0 +1,55 @@ +/* + * 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. +uniform mat4 worldViewProjection; + +// input parameters for our vertex shader +attribute vec4 position; +attribute vec3 binormal; + +// input parameters for our pixel shader +// also the output parameters for our vertex shader +varying vec3 v_binormal; + +void main() { + gl_Position = worldViewProjection * position; + v_binormal = binormal; +} + +// #o3d SplitMarker + +varying vec3 v_binormal; + +void main() { + gl_FragColor = vec4(normalize(v_binormal) * 0.5 + vec3(0.5, 0.5, 0.5), 1.0); +} +// #o3d MatrixLoadOrder RowMajor diff --git a/o3d/samples/shaders/bump-glsl.shader b/o3d/samples/shaders/bump-glsl.shader new file mode 100644 index 0000000..0144923 --- /dev/null +++ b/o3d/samples/shaders/bump-glsl.shader @@ -0,0 +1,140 @@ +/* + * 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. +uniform mat4 worldViewProjection; +uniform mat4 worldInverseTranspose; +uniform mat4 world; + +// input parameters for our vertex shader +attribute vec4 position; +attribute vec4 normal; +attribute vec4 tangent; +attribute vec4 binormal; +attribute vec2 texCoord0; + +// input parameters for our pixel shader +// also the output parameters for our vertex shader +varying vec2 v_texCoord; +varying vec3 v_normal; +varying vec3 v_binormal; +varying vec3 v_tangent; +varying vec3 v_worldPosition; + +void main() { + + // Transform position into clip space. + gl_Position = worldViewProjection * position; + + // Transform the tangent frame into world space. + v_tangent = (worldInverseTranspose * tangent).xyz; + v_binormal = (worldInverseTranspose * binormal).xyz; + v_normal = (worldInverseTranspose * normal).xyz; + + // Pass through the texture coordinates. + v_texCoord = texCoord0; + + // Calculate surface position in world space. Used for lighting. + v_worldPosition = (world * position).xyz; +} + +// #o3d SplitMarker + +// whether to use texture +uniform float useTexture; + +uniform mat4 viewInverse; + +uniform vec3 lightWorldPos; +uniform vec4 lightIntensity; +uniform vec4 ambientIntensity; +uniform vec4 emissive; +uniform vec4 ambient; +uniform vec4 diffuse; +uniform vec4 specular; +uniform float shininess; + +uniform sampler2D AmbientSampler; +uniform sampler2D DiffuseSampler; +uniform sampler2D BumpSampler; + +varying vec2 v_texCoord; +varying vec3 v_normal; +varying vec3 v_binormal; +varying vec3 v_tangent; +varying vec3 v_worldPosition; + +vec4 lit(float l ,float h, float m) { + return vec4(1.0, + max(l, 0.0), + (l > 0.0) ? pow(max(0.0, h), m) : 0.0, + 1.0); +} + +void main() { + // Construct a transform from tangent space into world space. + mat3 tangentToWorld = mat3(v_tangent, + v_binormal, + v_normal); + + // Read the tangent space normal from the normal map and remove the bias so + // they are in the range [-0.5,0.5]. There is no need to scale by 2 because + // the vector will soon be normalized. + vec3 tangentNormal = texture2D(BumpSampler, v_texCoord.xy).xyz - + vec3(0.5, 0.5, 0.5); + + // Transform the normal into world space. + vec3 worldNormal =(tangentToWorld * tangentNormal); + worldNormal = normalize(worldNormal); + + // Read the diffuse and ambient colors. + vec4 textureAmbient = vec4(1, 1, 1, 1); + vec4 textureDiffuse = vec4(1, 1, 1, 1); + if (useTexture == 1.0) { + textureAmbient = texture2D(AmbientSampler, v_texCoord.xy); + textureDiffuse = texture2D(DiffuseSampler, v_texCoord.xy); + } + + // Apply lighting in world space in case the world transform contains scaling. + vec3 surfaceToLight = normalize(lightWorldPos.xyz - + v_worldPosition.xyz); + vec3 surfaceToView = normalize(viewInverse[3].xyz - v_worldPosition); + vec3 halfVector = normalize(surfaceToLight + surfaceToView); + vec4 litResult = lit(dot(worldNormal, surfaceToLight), + dot(worldNormal, halfVector), shininess); + vec4 outColor = ambientIntensity * ambient * textureAmbient; + outColor += lightIntensity * (diffuse * textureDiffuse * litResult.y + + specular * litResult.z); + outColor += emissive; + gl_FragColor = vec4(outColor.rgb, diffuse.a * textureDiffuse.a); +} + +// #o3d MatrixLoadOrder RowMajor diff --git a/o3d/samples/shaders/checker-glsl.shader b/o3d/samples/shaders/checker-glsl.shader new file mode 100644 index 0000000..bb143e9 --- /dev/null +++ b/o3d/samples/shaders/checker-glsl.shader @@ -0,0 +1,107 @@ +/* + * 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. +uniform mat4 worldViewProjection; +uniform mat4 worldInverseTranspose; +uniform mat4 world; + +// input parameters for our vertex shader +attribute vec4 position; +attribute vec4 normal; +attribute vec2 texCoord0; + +// input parameters for our pixel shader +varying vec2 v_texcoord; +varying vec3 v_normal; +varying vec3 v_worldPosition; + +/** + * Our vertex shader. In the vertex shader, we calculate the lighting. + * Then we'll combine it with our checker pattern input the pixel shader. + */ +void main() { + gl_Position = worldViewProjection * position; + + // Transform normal into world space, where we can do lighting + // calculations even if the world transform contains scaling. + v_normal = (worldInverseTranspose * normal).xyz; + + // Calculate surface position in world space. + v_worldPosition = (world * position).xyz; + v_texcoord = texCoord0; +} + +// #o3d SplitMarker + +varying vec2 v_texcoord; +varying vec3 v_normal; +varying vec3 v_worldPosition; + +// Default and light position +uniform vec4 ambientIntensity; +uniform vec4 ambient; +uniform vec4 diffuse; +uniform vec3 lightWorldPos; +uniform vec3 cameraEye; + +// function for getting the checker pattern +vec4 checker(vec2 uv) { + float checkSize = 4.0; + float fmodResult = mod(floor(checkSize * uv.x) + floor(checkSize * uv.y), + 2.0); + if (fmodResult < 1.0) { + return vec4(0, 1, 1, 1); // turquiose + } else { + return vec4(1, 0, 1, 1); // magenta + } +} + +/** + * Our pixel shader. We take the lighting color we got from the vertex shader + * and combine it with our checker pattern. We only need to use the x + * coordinate of our input.col because we gave it uniform color + */ +void main() { + vec3 surfaceToLight = normalize(lightWorldPos - v_worldPosition); + vec3 worldNormal = normalize(v_normal); + + // Apply diffuse lighting in world space in case the world transform + // contains scaling. + vec4 check = checker(v_texcoord); + float directionalIntensity = clamp(dot(worldNormal, surfaceToLight), 0.0, + 1.0); + vec4 outColor = (ambientIntensity * ambient + + directionalIntensity * diffuse) * check; + gl_FragColor = vec4(outColor.rgb, diffuse.a); +} + +// #o3d MatrixLoadOrder RowMajor diff --git a/o3d/samples/shaders/diffuse-glsl.shader b/o3d/samples/shaders/diffuse-glsl.shader new file mode 100644 index 0000000..3ad9c23 --- /dev/null +++ b/o3d/samples/shaders/diffuse-glsl.shader @@ -0,0 +1,87 @@ +/* + * 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. +uniform mat4 worldViewProjection; +uniform mat4 worldInverseTranspose; +uniform mat4 world; + +// input parameters for our vertex shader +attribute vec4 position; +attribute vec4 normal; + +// input parameters for our pixel shader +varying vec3 v_normal; +varying vec3 v_worldPosition; + +/** + * Our vertex shader. + */ +void main() { + // Transform position into clip space. + gl_Position = worldViewProjection * position; + + // Transform normal into world space, where we can do lighting + // calculations even if the world transform contains scaling. + v_normal = (worldInverseTranspose * normal).xyz; + + // Calculate surface position in world space. + v_worldPosition = (world * position).xyz; +} + +// #o3d SplitMarker + +uniform vec4 ambientIntensity; +uniform vec4 lightIntensity; +uniform vec4 ambient; +uniform vec4 diffuse; +uniform vec3 lightWorldPos; + +varying vec3 v_normal; +varying vec3 v_worldPosition; + +/** + * Our pixel shader. + */ +void main() { + vec3 surfaceToLight = normalize(lightWorldPos - v_worldPosition); + + vec3 worldNormal = normalize(v_normal); + + // Apply diffuse lighting in world space in case the world transform + // contains scaling. + vec4 directionalIntensity = lightIntensity * + clamp(dot(worldNormal, surfaceToLight), 0.0, 1.0); + vec4 outColor = ambientIntensity * ambient + directionalIntensity * diffuse; + gl_FragColor = vec4(outColor.rgb, diffuse.a); +} + +// #o3d MatrixLoadOrder RowMajor diff --git a/o3d/samples/shaders/normal-glsl.shader b/o3d/samples/shaders/normal-glsl.shader new file mode 100644 index 0000000..bb60a12 --- /dev/null +++ b/o3d/samples/shaders/normal-glsl.shader @@ -0,0 +1,56 @@ +/* + * 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. +uniform mat4 worldViewProjection; + +// input parameters for our vertex shader +attribute vec4 position; +attribute vec3 normal; + +// input parameters for our pixel shader +// also the output parameters for our vertex shader +varying vec3 v_normal; + +void main() { + gl_Position = worldViewProjection * position; + v_normal = normal; +} + +// #o3d SplitMarker + +varying vec3 v_normal; + +void main() { + gl_FragColor = vec4(normalize(v_normal) * 0.5 + vec3(0.5, 0.5, 0.5), 1); +} + +// #o3d MatrixLoadOrder RowMajor diff --git a/o3d/samples/shaders/phong-with-colormult-glsl.shader b/o3d/samples/shaders/phong-with-colormult-glsl.shader new file mode 100644 index 0000000..5f6568a --- /dev/null +++ b/o3d/samples/shaders/phong-with-colormult-glsl.shader @@ -0,0 +1,88 @@ +/* + * 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. + */ + +uniform mat4 worldViewProjection; +uniform mat4 world; +uniform mat4 worldInverseTranspose; + +attribute vec4 position; +attribute vec4 normal; + +varying vec3 v_normal; +varying vec3 v_worldPosition; + +void main() { + gl_Position = worldViewProjection * position; + + vec3 worldPosition = (world * position).xyz; + v_normal = (worldInverseTranspose * normal).xyz; + v_worldPosition = worldPosition; +} + +// #o3d SplitMarker + +uniform mat4 viewInverse; +uniform vec3 lightWorldPos; +uniform vec4 ambientIntensity; +uniform vec4 lightIntensity; +uniform vec4 emissive; +uniform vec4 ambient; +uniform vec4 colorMult; +uniform vec4 diffuse; +uniform vec4 specular; +uniform float shininess; + +varying vec3 v_normal; +varying vec3 v_worldPosition; + +vec4 lit(float l ,float h, float m) { + return vec4(1.0, + max(l, 0.0), + (l > 0.0) ? pow(max(0.0, h), m) : 0.0, + 1.0); +} + +void main() { + vec3 surfaceToLight = normalize(lightWorldPos - v_worldPosition); + vec3 worldNormal = normalize(v_normal); + vec3 surfaceToView = normalize(viewInverse[3].xyz - v_worldPosition); + vec3 halfVector = normalize(surfaceToLight + surfaceToView); + vec4 litResult = lit(dot(worldNormal, surfaceToLight), + dot(worldNormal, halfVector), shininess); + + vec4 outColor = ambientIntensity * ambient * colorMult; + outColor += lightIntensity * (diffuse * colorMult * litResult.y + + specular * litResult.z); + outColor += emissive; + gl_FragColor = vec4(outColor.rgb, diffuse.a * colorMult.a); +} + +// #o3d MatrixLoadOrder RowMajor diff --git a/o3d/samples/shaders/solid-color-glsl.shader b/o3d/samples/shaders/solid-color-glsl.shader new file mode 100644 index 0000000..63d6e96 --- /dev/null +++ b/o3d/samples/shaders/solid-color-glsl.shader @@ -0,0 +1,62 @@ +/* + * 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. +uniform mat4 worldViewProjection; + +// input parameters for our vertex shader +attribute vec4 position; + +/** + * Vertex Shader + */ +void main() { + /** + * We transform each vertex by the world view projection matrix to bring + * it from world space to projection space. + * + * We return its color unchanged. + */ + gl_Position = worldViewProjection * position; +} + +// #o3d SplitMarker + +uniform vec4 color; + +/** + * Pixel Shader - pixel shader does nothing but return the color. + */ +void main() { + gl_FragColor = color; +} + +// #o3d MatrixLoadOrder RowMajor diff --git a/o3d/samples/shaders/tangent-glsl.shader b/o3d/samples/shaders/tangent-glsl.shader new file mode 100644 index 0000000..ece63db --- /dev/null +++ b/o3d/samples/shaders/tangent-glsl.shader @@ -0,0 +1,56 @@ +/* + * 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. +uniform mat4 worldViewProjection; + +// input parameters for our vertex shader +attribute vec4 position; +attribute vec3 tangent; + +// input parameters for our pixel shader +// also the output parameters for our vertex shader +varying vec3 v_tangent; + +void main() { + gl_Position = worldViewProjection * position; + v_tangent = tangent; +} + +// #o3d SplitMarker + +varying vec3 v_tangent; + +void main() { + gl_FragColor = vec4(normalize(v_tangent) * 0.5 + vec3(0.5, 0.5, 0.5), 1); +} + +// #o3d MatrixLoadOrder RowMajor diff --git a/o3d/samples/shaders/texture-colormult-glsl.shader b/o3d/samples/shaders/texture-colormult-glsl.shader new file mode 100644 index 0000000..eb2d2f1 --- /dev/null +++ b/o3d/samples/shaders/texture-colormult-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. + */ + +uniform mat4 worldViewProjection; + +// input parameters for our vertex shader +attribute vec4 position; +attribute vec2 texCoord0; + +// input parameters for our pixel shader +varying vec2 v_texCoord; + +/** + * Our vertex shader. + */ +void main() { + gl_Position = worldViewProjection * position; + v_texCoord = texCoord0; +} + +// #o3d SplitMarker + +// This parameter lets us adjust the color and fade things in or out. +uniform vec4 colorMult; + +// The texture sampler is used to access the texture bitmap in the fragment +// shader. +uniform sampler2D texSampler0; + +varying vec2 v_texCoord; + +/* Given the texture coordinates, our pixel shader grabs the corresponding + * color from the texture. + */ +void main() { + gl_FragColor = texture2D(texSampler0, v_texCoord) * colorMult; +} + +// #o3d MatrixLoadOrder RowMajor diff --git a/o3d/samples/shaders/texture-only-glsl.shader b/o3d/samples/shaders/texture-only-glsl.shader new file mode 100644 index 0000000..ffea320 --- /dev/null +++ b/o3d/samples/shaders/texture-only-glsl.shader @@ -0,0 +1,64 @@ +/* + * 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. + */ + +uniform mat4 worldViewProjection; + +// input parameters for our vertex shader +attribute vec4 position; +attribute vec2 texCoord0; + +// input parameters for our pixel shader +varying vec2 v_texCoord; + +/** + * Our vertex shader. + */ +void main() { + gl_Position = worldViewProjection * position; + v_texCoord = texCoord0; +} + +// #o3d SplitMarker + +// The texture sampler is used to access the texture bitmap in the fragment +// shader. +uniform sampler2D texSampler0; + +varying vec2 v_texCoord; + +/* Given the texture coordinates, our pixel shader grabs the corresponding + * color from the texture. + */ +void main() { + gl_FragColor = texture2D(texSampler0, v_texCoord); +} + +// #o3d MatrixLoadOrder RowMajor diff --git a/o3d/samples/shaders/toon-glsl.shader b/o3d/samples/shaders/toon-glsl.shader new file mode 100644 index 0000000..69a521c --- /dev/null +++ b/o3d/samples/shaders/toon-glsl.shader @@ -0,0 +1,89 @@ +/* + * 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. +uniform mat4 worldViewProjection; +uniform mat4 worldInverseTranspose; +uniform mat4 world; + +// input parameters for our vertex shader +attribute vec4 position; +attribute vec4 normal; + +// input parameters for our pixel shader +varying vec3 v_normal; +varying vec3 v_worldPosition; + +/** + * Our vertex shader. + */ +void main() { + // Transform position into clip space. + gl_Position = worldViewProjection * position; + + // calculations even if the world transform contains scaling. + v_normal = (worldInverseTranspose * normal).xyz; + + // Calculate surface position in world space. + v_worldPosition = (world * position).xyz; +} + +// #o3d SplitMarker + +varying vec3 v_normal; +varying vec3 v_worldPosition; + +uniform vec4 ambientIntensity; +uniform vec4 lightIntensity; +uniform vec4 ambient; +uniform vec4 diffuse; +uniform vec3 lightWorldPos; + +uniform sampler2D colorRamp; + +/** + * Our pixel shader. + */ +void main() { + vec3 surfaceToLight = normalize(lightWorldPos - v_worldPosition); + + vec3 worldNormal = normalize(v_normal); + + // Apply diffuse lighting in world space in case the world transform + // contains scaling. + vec4 directionalIntensity = lightIntensity * + texture2D(colorRamp, + vec2(clamp(dot(worldNormal, surfaceToLight), 0.0, 1.0), 0.5)); + vec4 outColor = ambientIntensity * ambient + directionalIntensity * diffuse; + gl_FragColor = vec4(outColor.rgb, diffuse.a); +} + +// #o3d MatrixLoadOrder RowMajor diff --git a/o3d/samples/shaders/yuv2rgb-glsl.shader b/o3d/samples/shaders/yuv2rgb-glsl.shader new file mode 100644 index 0000000..8efcdb6 --- /dev/null +++ b/o3d/samples/shaders/yuv2rgb-glsl.shader @@ -0,0 +1,230 @@ +/* + * 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 shader takes a Y'UV420p image as a single greyscale plane, and +// converts it to RGB by sampling the correct parts of the image, and +// by converting the colorspace to RGB on the fly. + +// Projection matrix for the camera. +uniform mat4 worldViewProjection; + +// These are the input/output parameters for our vertex shader +attribute vec4 position; +attribute vec2 texCoord0; + +// These are the input/output parameters for our pixel shader. +varying vec2 v_texcoord; + +/** + * The vertex shader does nothing but returns the position of the + * vertex using the world view projection matrix. + */ +void main() { + gl_Position = worldViewProjection * position; + v_texcoord = texCoord0; +} + +// #o3d SplitMarker + +// These represent the image dimensions of the SOURCE IMAGE (not the +// Y'UV420p image). This is the same as the dimensions of the Y' +// portion of the Y'UV420p image. They are set from JavaScript. +uniform float imageWidth; +uniform float imageHeight; + +// This is the texture sampler where the greyscale Y'UV420p image is +// accessed. +uniform sampler2D textureSampler; + +varying vec2 v_texcoord; + +/** + * This fetches an individual Y pixel from the image, given the current + * texture coordinates (which range from 0 to 1 on the source texture + * image). They are mapped to the portion of the image that contains + * the Y component. + * + * @param position This is the position of the main image that we're + * trying to render, in parametric coordinates. + */ +float getYPixel(vec2 position) { + position.y = (position.y * 2.0 / 3.0) + (1.0 / 3.0); + return texture2D(textureSampler, position).x; +} + +/** + * This does the crazy work of calculating the planar position (the + * position in the byte stream of the image) of the U or V pixel, and + * then converting that back to x and y coordinates, so that we can + * account for the fact that V is appended to U in the image, and the + * complications that causes (see below for a diagram). + * + * @param position This is the position of the main image that we're + * trying to render, in pixels. + * + * @param planarOffset This is an offset to add to the planar address + * we calculate so that we can find the U image after the V + * image. + */ +vec2 mapCommon(vec2 position, float planarOffset) { + planarOffset += (imageWidth * floor(position.y / 2.0)) / 2.0 + + floor((imageWidth - 1.0 - position.x) / 2.0); + float x = floor(imageWidth - 1.0 - floor(mod(planarOffset, imageWidth))); + float y = floor(floor(planarOffset / imageWidth)); + return vec2((x + 0.5) / imageWidth, (y + 0.5) / (1.5 * imageHeight)); +} + +/** + * This is a helper function for mapping pixel locations to a texture + * coordinate for the U plane. + * + * @param position This is the position of the main image that we're + * trying to render, in pixels. + */ +vec2 mapU(vec2 position) { + float planarOffset = (imageWidth * imageHeight) / 4.0; + return mapCommon(position, planarOffset); +} + +/** + * This is a helper function for mapping pixel locations to a texture + * coordinate for the V plane. + * + * @param position This is the position of the main image that we're + * trying to render, in pixels. + */ +vec2 mapV(vec2 position) { + return mapCommon(position, 0.0); +} + +/** + * Given the texture coordinates, our pixel shader grabs the right + * value from each channel of the source image, converts it from Y'UV + * to RGB, and returns the result. + * + * Each U and V pixel provides color information for a 2x2 block of Y + * pixels. The U and V planes are just appended to the Y image. + * + * For images that have a height divisible by 4, things work out nicely. + * For images that are merely divisible by 2, it's not so nice + * (and YUV420 doesn't work for image sizes not divisible by 2). + * + * Here is a 6x6 image, with the layout of the planes of U and V. + * Notice that the V plane starts halfway through the last scanline + * that has U on it. + * + * 1 +---+---+---+---+---+---+ + * | Y | Y | Y | Y | Y | Y | + * +---+---+---+---+---+---+ + * | Y | Y | Y | Y | Y | Y | + * +---+---+---+---+---+---+ + * | Y | Y | Y | Y | Y | Y | + * +---+---+---+---+---+---+ + * | Y | Y | Y | Y | Y | Y | + * +---+---+---+---+---+---+ + * | Y | Y | Y | Y | Y | Y | + * +---+---+---+---+---+---+ + * | Y | Y | Y | Y | Y | Y | + * .3 +---+---+---+---+---+---+ + * | U | U | U | U | U | U | + * +---+---+---+---+---+---+ + * | U | U | U | V | V | V | + * +---+---+---+---+---+---+ + * | V | V | V | V | V | V | + * 0 +---+---+---+---+---+---+ + * 0 1 + * + * Here is a 4x4 image, where the U and V planes are nicely split into + * separable blocks. + * + * 1 +---+---+---+---+ + * | Y | Y | Y | Y | + * +---+---+---+---+ + * | Y | Y | Y | Y | + * +---+---+---+---+ + * | Y | Y | Y | Y | + * +---+---+---+---+ + * | Y | Y | Y | Y | + * .3 +---+---+---+---+ + * | U | U | U | U | + * +---+---+---+---+ + * | V | V | V | V | + * 0 +---+---+---+---+ + * 0 1 + * + */ +void main() { + // Calculate what image pixel we're on, since we have to calculate + // the location in the image stream, using floor in several places + // which makes it hard to use parametric coordinates. + vec2 pixelPosition = vec2(floor(imageWidth * v_texcoord.x), + floor(imageHeight * v_texcoord.y)); + pixelPosition -= vec2(0.5, 0.5); + // We can use the parametric coordinates to get the Y channel, since it's + // a relatively normal image. + float yChannel = getYPixel(v_texcoord); + + // As noted above, the U and V planes are smashed onto the end of + // the image in an odd way (in our 2D texture mapping, at least), so + // these mapping functions take care of that oddness. + float uChannel = texture2D(textureSampler, mapU(pixelPosition)).x; + float vChannel = texture2D(textureSampler, mapV(pixelPosition)).x; + + // This does the colorspace conversion from Y'UV to RGB as a matrix + // multiply. It also does the offset of the U and V channels from + // [0,1] to [-.5,.5] as part of the transform. + vec4 channels = vec4(yChannel, uChannel, vChannel, 1.0); + + mat4 conversion = mat4(1.0, 0.0, 1.402, -0.701, + 1.0, -0.344, -0.714, 0.529, + 1.0, 1.772, 0.0, -0.886, + 0, 0, 0, 0); + vec3 rgb = (channels * conversion).xyz; + + // This is another Y'UV transform that can be used, but it doesn't + // accurately transform my source image. Your images may well fare + // better with it, however, considering they come from a different + // source, and because I'm not sure that my original was converted + // to Y'UV420p with the same RGB->YUV (or YCrCb) conversion as + // yours. + // + // vec4 channels = vec4(yChannel, uChannel, vChannel, 1.0); + // float3x4 conversion = float3x4(1.0, 0.0, 1.13983, -0.569915, + // 1.0, -0.39465, -0.58060, 0.487625, + // 1.0, 2.03211, 0.0, -1.016055); + // float3 rgb = mul(conversion, channels); + + // Note: The output cannot fully replicate the original image. This is partly + // because WebGL has limited NPOT (non-power-of-two) texture support and also + // due to sRGB color conversions that occur in WebGL but not in the plugin. + gl_FragColor = vec4(rgb, 1.0); +} +// #o3d MatrixLoadOrder RowMajor
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