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-rw-r--r--o3d/samples/shaders/README16
-rw-r--r--o3d/samples/shaders/binormal.shader64
-rw-r--r--o3d/samples/shaders/bump.shader137
-rw-r--r--o3d/samples/shaders/checker.shader117
-rw-r--r--o3d/samples/shaders/diffuse.shader96
-rw-r--r--o3d/samples/shaders/normal.shader64
-rw-r--r--o3d/samples/shaders/one-channel-texture.shader94
-rw-r--r--o3d/samples/shaders/phong-vertex-anim.shader95
-rw-r--r--o3d/samples/shaders/phong-with-colormult.shader83
-rw-r--r--o3d/samples/shaders/solid-color.shader74
-rw-r--r--o3d/samples/shaders/tangent.shader64
-rw-r--r--o3d/samples/shaders/texture-colormult.shader74
-rw-r--r--o3d/samples/shaders/texture-only.shader71
-rw-r--r--o3d/samples/shaders/vertex-color.shader75
-rw-r--r--o3d/samples/shaders/yuv2rgb.shader235
15 files changed, 1359 insertions, 0 deletions
diff --git a/o3d/samples/shaders/README b/o3d/samples/shaders/README
new file mode 100644
index 0000000..d5367d4d
--- /dev/null
+++ b/o3d/samples/shaders/README
@@ -0,0 +1,16 @@
+README for samples/shaders
+
+This directory contains files of shader code. In order to use them, they should
+be loaded into an html textarea in your application or loaded using
+o3djs.effect.loadEffect. NOTE: o3djs.effect.loadEffect can only load
+files from the same domain as the application webpage and the files must be at
+or below the current directory of the webpage
+
+The purpose of this directory is not to be *the* library of shaders, but to
+provide some sample shaders as examples and starting points for people to build
+their own.
+
+Each shader has its own requirements. Some shaders need different streams or
+require certain types of texture samplers so a shader will not work with just
+any 3d object. Look at the shader and determine what its requirements are before
+using it in your application.
diff --git a/o3d/samples/shaders/binormal.shader b/o3d/samples/shaders/binormal.shader
new file mode 100644
index 0000000..1be9416
--- /dev/null
+++ b/o3d/samples/shaders/binormal.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.
+ */
+
+// The 4x4 world view projection matrix.
+float4x4 worldViewProjection : WorldViewProjection;
+
+// input parameters for our vertex shader
+struct VertexShaderInput {
+ float3 position : POSITION;
+ float3 binormal : BINORMAL;
+};
+
+// input parameters for our pixel shader
+// also the output parameters for our vertex shader
+struct PixelShaderInput {
+ float4 position : POSITION;
+ float3 binormal : TEXCOORD1;
+};
+
+PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
+ PixelShaderInput output;
+ output.position = mul(float4(input.position, 1.0), worldViewProjection);
+ output.binormal = input.binormal;
+ return output;
+}
+
+float4 pixelShaderFunction(PixelShaderInput input): COLOR {
+ return float4(normalize(input.binormal) * 0.5 + float3(0.5, 0.5, 0.5), 1);
+}
+
+// Here we tell our effect file *which* functions are
+// our vertex and pixel shaders.
+
+// #o3d VertexShaderEntryPoint vertexShaderFunction
+// #o3d PixelShaderEntryPoint pixelShaderFunction
+// #o3d MatrixLoadOrder RowMajor
diff --git a/o3d/samples/shaders/bump.shader b/o3d/samples/shaders/bump.shader
new file mode 100644
index 0000000..4d9eefa
--- /dev/null
+++ b/o3d/samples/shaders/bump.shader
@@ -0,0 +1,137 @@
+/*
+ * 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;
+float4x4 viewInverse : ViewInverse;
+
+// whether to use texture
+float useTexture;
+
+float3 lightWorldPos;
+float4 lightIntensity;
+float4 ambientIntensity;
+float4 emissive;
+float4 ambient;
+float4 diffuse;
+float4 specular;
+float shininess;
+
+sampler2D AmbientSampler;
+sampler2D DiffuseSampler;
+sampler2D BumpSampler;
+
+// input parameters for our vertex shader
+struct VertexShaderInput {
+ float4 position : POSITION;
+ float4 normal : NORMAL;
+ float4 tangent : TANGENT;
+ float4 binormal : BINORMAL;
+ float2 texcoord0 : TEXCOORD0;
+};
+
+// input parameters for our pixel shader
+// also the output parameters for our vertex shader
+struct PixelShaderInput {
+ float4 position : POSITION;
+ float2 texcoord0 : TEXCOORD0;
+ float3 normal : TEXCOORD1;
+ float3 binormal : TEXCOORD2;
+ float3 tangent : TEXCOORD3;
+ float3 worldPosition : TEXCOORD4;
+};
+
+PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
+ PixelShaderInput output;
+
+ // Transform position into clip space.
+ output.position = mul(input.position, worldViewProjection);
+
+ // Transform the tangent frame into world space.
+ output.tangent = mul(input.tangent, worldInverseTranspose).xyz;
+ output.binormal = mul(input.binormal, worldInverseTranspose).xyz;
+ output.normal = mul(input.normal, worldInverseTranspose).xyz;
+
+ // Pass through the texture coordinates.
+ output.texcoord0 = input.texcoord0;
+
+ // Calculate surface position in world space. Used for lighting.
+ output.worldPosition = mul(input.position, world).xyz;
+
+ return output;
+}
+
+float4 pixelShaderFunction(PixelShaderInput input): COLOR {
+ // Construct a transform from tangent space into world space.
+ float3x3 tangentToWorld = float3x3(input.tangent,
+ input.binormal,
+ input.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.
+ float3 tangentNormal = tex2D(BumpSampler, input.texcoord0.xy).xyz -
+ float3(0.5, 0.5, 0.5);
+
+ // Transform the normal into world space.
+ float3 worldNormal = mul(tangentNormal, tangentToWorld);
+ worldNormal = normalize(worldNormal);
+
+ // Read the diffuse and ambient colors.
+ float4 textureAmbient = float4(1, 1, 1, 1);
+ float4 textureDiffuse = float4(1, 1, 1, 1);
+ if (useTexture == 1) {
+ textureAmbient = tex2D(AmbientSampler, input.texcoord0.xy);
+ textureDiffuse = tex2D(DiffuseSampler, input.texcoord0.xy);
+ }
+
+ // Apply lighting in world space in case the world transform contains scaling.
+ float3 surfaceToLight = normalize(lightWorldPos.xyz -
+ input.worldPosition.xyz);
+ float3 surfaceToView = normalize(viewInverse[3].xyz - input.worldPosition);
+ float3 halfVector = normalize(surfaceToLight + surfaceToView);
+ float4 litResult = lit(dot(worldNormal, surfaceToLight),
+ dot(worldNormal, halfVector), shininess);
+ float4 outColor = ambientIntensity * ambient * textureAmbient;
+ outColor += lightIntensity * (diffuse * textureDiffuse * litResult.y +
+ specular * litResult.z);
+ outColor += emissive;
+ return float4(outColor.rgb, diffuse.a * textureDiffuse.a);
+}
+
+// Here we tell our effect file *which* functions are
+// our vertex and pixel shaders.
+
+// #o3d VertexShaderEntryPoint vertexShaderFunction
+// #o3d PixelShaderEntryPoint pixelShaderFunction
+// #o3d MatrixLoadOrder RowMajor
diff --git a/o3d/samples/shaders/checker.shader b/o3d/samples/shaders/checker.shader
new file mode 100644
index 0000000..d47c954
--- /dev/null
+++ b/o3d/samples/shaders/checker.shader
@@ -0,0 +1,117 @@
+/*
+ * 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;
+
+// Default and light position
+float4 ambientIntensity;
+float4 ambient;
+float4 diffuse;
+float3 lightWorldPos;
+float3 cameraEye;
+
+// input parameters for our vertex shader
+struct VertexShaderInput {
+ float4 position : POSITION;
+ float4 normal : NORMAL;
+ float2 texcoord : TEXCOORD0;
+};
+
+// input parameters for our pixel shader
+struct PixelShaderInput {
+ float4 position : POSITION;
+ float2 texcoord : TEXCOORD0;
+ float3 normal : TEXCOORD1;
+ float3 worldPosition : TEXCOORD2;
+};
+
+// function for getting the checker pattern
+float4 checker(float2 uv) {
+ float checkSize = 4;
+ float fmodResult = fmod(floor(checkSize * uv.x) + floor(checkSize * uv.y),
+ 2.0);
+ if (fmodResult < 1) {
+ return float4(0, 1, 1, 1); // turquiose
+ } else {
+ return float4(1, 0, 1, 1); // magenta
+ }
+}
+
+/**
+ * Our vertex shader. In the vertex shader, we calculate the lighting.
+ * Then we'll combine it with our checker pattern input the pixel 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;
+
+ output.texcoord = input.texcoord;
+
+ return output;
+}
+
+/**
+ * Our pixel shader. We take the lighting color we got from the vertex sahder
+ * 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
+ */
+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 check = checker(input.texcoord);
+ float4 directionalIntensity = saturate(dot(worldNormal, surfaceToLight));
+ float4 outColor = (ambientIntensity * ambient +
+ directionalIntensity * diffuse) * check;
+ 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
diff --git a/o3d/samples/shaders/diffuse.shader b/o3d/samples/shaders/diffuse.shader
new file mode 100644
index 0000000..fcd03eb
--- /dev/null
+++ b/o3d/samples/shaders/diffuse.shader
@@ -0,0 +1,96 @@
+/*
+ * 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;
+
+// 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 *
+ saturate(dot(worldNormal, surfaceToLight));
+ 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
diff --git a/o3d/samples/shaders/normal.shader b/o3d/samples/shaders/normal.shader
new file mode 100644
index 0000000..24d52a8
--- /dev/null
+++ b/o3d/samples/shaders/normal.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.
+ */
+
+// The 4x4 world view projection matrix.
+float4x4 worldViewProjection : WorldViewProjection;
+
+// input parameters for our vertex shader
+struct VertexShaderInput {
+ float3 position : POSITION;
+ float3 normal : NORMAL;
+};
+
+// input parameters for our pixel shader
+// also the output parameters for our vertex shader
+struct PixelShaderInput {
+ float4 position : POSITION;
+ float3 normal : TEXCOORD0;
+};
+
+PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
+ PixelShaderInput output;
+ output.position = mul(float4(input.position, 1.0), worldViewProjection);
+ output.normal = input.normal;
+ return output;
+}
+
+float4 pixelShaderFunction(PixelShaderInput input): COLOR {
+ return float4(normalize(input.normal) * 0.5 + float3(0.5, 0.5, 0.5), 1);
+}
+
+// Here we tell our effect file *which* functions are
+// our vertex and pixel shaders.
+
+// #o3d VertexShaderEntryPoint vertexShaderFunction
+// #o3d PixelShaderEntryPoint pixelShaderFunction
+// #o3d MatrixLoadOrder RowMajor
diff --git a/o3d/samples/shaders/one-channel-texture.shader b/o3d/samples/shaders/one-channel-texture.shader
new file mode 100644
index 0000000..f012b6d
--- /dev/null
+++ b/o3d/samples/shaders/one-channel-texture.shader
@@ -0,0 +1,94 @@
+/*
+ * 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.
+ */
+
+float4x4 worldViewProjection : WORLDVIEWPROJECTION;
+
+// The texture sampler is used to access the texture bitmap in the fragment
+// shader.
+sampler texSampler0;
+
+// input parameters for our vertex shader
+struct PixelShaderInput {
+ float4 position : POSITION;
+ float2 texcoord : TEXCOORD0; // Texture coordinates
+};
+
+// input parameters for our pixel shader
+struct VertexShaderInput {
+ float4 position : POSITION;
+ float2 texcoord : TEXCOORD0; // Texture coordinates
+};
+
+/**
+ * Our vertex shader
+ */
+PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
+ PixelShaderInput output;
+ output.position = mul(input.position, worldViewProjection);
+ output.texcoord = input.texcoord;
+ return output;
+}
+
+/**
+ * Given the texture coordinates, our pixel shader grabs the corresponding
+ * color from the texture.
+ *
+ * NOTE: GL and D3D do NOT share compatible 1 channel texture formats.
+ *
+ * In D3D the sampler will return
+ *
+ * R = channel 0
+ * G = const 1
+ * B = const 1
+ * A = const 1
+ *
+ * In GL the sampler will return
+ *
+ * R = channel 0
+ * G = channel 0
+ * B = channel 0
+ * A = channel 0
+ *
+ * What that means is only R works across platforms. G, B and A are undefined
+ * and if you use them you'll get the wrong results.
+ */
+float4 pixelShaderFunction(PixelShaderInput input): COLOR {
+ // ** Use only valid channels. ** ---------+
+ // |
+ // V
+ return tex2D(texSampler0, input.texcoord).rrrr;
+}
+
+// Here we tell our effect file *which* functions are
+// our vertex and pixel shaders.
+// #o3d VertexShaderEntryPoint vertexShaderFunction
+// #o3d PixelShaderEntryPoint pixelShaderFunction
+// #o3d MatrixLoadOrder RowMajor
diff --git a/o3d/samples/shaders/phong-vertex-anim.shader b/o3d/samples/shaders/phong-vertex-anim.shader
new file mode 100644
index 0000000..b3da37f
--- /dev/null
+++ b/o3d/samples/shaders/phong-vertex-anim.shader
@@ -0,0 +1,95 @@
+/*
+ * 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 expects to be passed vertices that are part of an x-z plane mesh
+// because it assumes the normal for each vertex before being offset by the
+// animation is 0, 1, 0.
+
+uniform float4x4 viewProjection : VIEWPROJECTION;
+uniform float3 lightWorldPos;
+uniform float4 lightIntensity;
+uniform float4x4 world : WORLD;
+uniform float4x4 viewInverse : VIEWINVERSE;
+uniform float4x4 worldInverseTranspose : WORLDINVERSETRANSPOSE;
+uniform float4 ambientIntensity;
+uniform float4 emissive;
+uniform float4 ambient;
+uniform float4 diffuse;
+uniform float4 specular;
+uniform float shininess;
+uniform float time;
+
+struct VertexShaderInput {
+ float4 position : POSITION;
+};
+
+struct PixelShaderInput {
+ float4 position : POSITION;
+ float3 normal : TEXCOORD1;
+ float3 worldPosition : TEXCOORD4;
+};
+
+PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
+ PixelShaderInput output;
+ float4 worldPosition = mul(input.position, world);
+ float animValue = time + (worldPosition.x + worldPosition.z) * 0.4;
+ float animSin = sin(animValue);
+ float animCos = cos(animValue);
+ float4 position = float4(
+ worldPosition.x,
+ worldPosition.y + animSin,
+ worldPosition.z,
+ 1);
+ output.position = mul(position, viewProjection);
+ float3 normal = normalize(float3(animCos, abs(animSin), animCos));
+ output.normal = mul(float4(normal, 0), worldInverseTranspose).xyz;
+ output.worldPosition = position.xyz;
+
+ return output;
+}
+
+float4 pixelShaderFunction(PixelShaderInput input) : COLOR {
+ float3 surfaceToLight = normalize(lightWorldPos - input.worldPosition);
+ float3 worldNormal = normalize(input.normal);
+ float3 surfaceToView = normalize(viewInverse[3].xyz - input.worldPosition);
+ float3 halfVector = normalize(surfaceToLight + surfaceToView);
+ float4 litResult = lit(dot(worldNormal, surfaceToLight),
+ dot(worldNormal, halfVector), shininess);
+ float4 outColor = ambientIntensity * ambient;
+ outColor += lightIntensity * (diffuse * litResult.y +
+ specular * litResult.z);
+ outColor += emissive;
+ return float4(outColor.rgb, diffuse.a);
+}
+
+// #o3d VertexShaderEntryPoint vertexShaderFunction
+// #o3d PixelShaderEntryPoint pixelShaderFunction
+// #o3d MatrixLoadOrder RowMajor
diff --git a/o3d/samples/shaders/phong-with-colormult.shader b/o3d/samples/shaders/phong-with-colormult.shader
new file mode 100644
index 0000000..756b6bb
--- /dev/null
+++ b/o3d/samples/shaders/phong-with-colormult.shader
@@ -0,0 +1,83 @@
+/*
+ * 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 float4x4 worldViewProjection : WORLDVIEWPROJECTION;
+uniform float4x4 world : WORLD;
+uniform float4x4 viewInverse : VIEWINVERSE;
+uniform float4x4 worldInverseTranspose : WORLDINVERSETRANSPOSE;
+uniform float3 lightWorldPos;
+uniform float4 ambientIntensity;
+uniform float4 lightIntensity;
+uniform float4 emissive;
+uniform float4 ambient;
+uniform float4 colorMult;
+uniform float4 diffuse;
+uniform float4 specular;
+uniform float shininess;
+
+struct VertexShaderInput {
+ float4 position : POSITION;
+ float4 normal : NORMAL;
+};
+
+struct PixelShaderInput {
+ float4 position : POSITION;
+ float3 normal : TEXCOORD1;
+ float3 worldPosition : TEXCOORD4;
+};
+
+PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
+ PixelShaderInput output;
+ output.position = mul(input.position, worldViewProjection);
+ float3 worldPosition = mul(input.position, world).xyz;
+ output.normal = mul(input.normal, worldInverseTranspose).xyz;
+ output.worldPosition = worldPosition;
+
+ return output;
+}
+
+float4 pixelShaderFunction(PixelShaderInput input) : COLOR {
+ float3 surfaceToLight = normalize(lightWorldPos - input.worldPosition);
+ float3 worldNormal = normalize(input.normal);
+ float3 surfaceToView = normalize(viewInverse[3].xyz - input.worldPosition);
+ float3 halfVector = normalize(surfaceToLight + surfaceToView);
+ float4 litResult = lit(dot(worldNormal, surfaceToLight),
+ dot(worldNormal, halfVector), shininess);
+ float4 outColor = ambientIntensity * ambient * colorMult;
+ outColor += lightIntensity * (diffuse * colorMult * litResult.y +
+ specular * litResult.z);
+ outColor += emissive;
+ return float4(outColor.rgb, diffuse.a * colorMult.a);
+}
+
+// #o3d VertexShaderEntryPoint vertexShaderFunction
+// #o3d PixelShaderEntryPoint pixelShaderFunction
+// #o3d MatrixLoadOrder RowMajor
diff --git a/o3d/samples/shaders/solid-color.shader b/o3d/samples/shaders/solid-color.shader
new file mode 100644
index 0000000..78d662f
--- /dev/null
+++ b/o3d/samples/shaders/solid-color.shader
@@ -0,0 +1,74 @@
+/*
+ * 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;
+float4 color;
+
+// input parameters for our vertex shader
+struct VertexShaderInput {
+ float4 position : POSITION;
+};
+
+// input parameters for our pixel shader
+// also the output parameters for our vertex shader
+struct PixelShaderInput {
+ float4 position : POSITION;
+};
+
+/**
+ * Vertex Shader
+ */
+PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
+ /**
+ * We transform each vertex by the world view projection matrix to bring
+ * it from world space to projection space.
+ *
+ * We return its color unchanged.
+ */
+ PixelShaderInput output;
+
+ output.position = mul(input.position, worldViewProjection);
+ return output;
+}
+/**
+ * Pixel Shader - pixel shader does nothing but return the color.
+ */
+float4 pixelShaderFunction(PixelShaderInput input): COLOR {
+ return color;
+}
+
+// Here we tell our effect file the functions
+// which specify our vertex and pixel shaders.
+
+// #o3d VertexShaderEntryPoint vertexShaderFunction
+// #o3d PixelShaderEntryPoint pixelShaderFunction
+// #o3d MatrixLoadOrder RowMajor
diff --git a/o3d/samples/shaders/tangent.shader b/o3d/samples/shaders/tangent.shader
new file mode 100644
index 0000000..c0e953f
--- /dev/null
+++ b/o3d/samples/shaders/tangent.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.
+ */
+
+// The 4x4 world view projection matrix.
+float4x4 worldViewProjection : WorldViewProjection;
+
+// input parameters for our vertex shader
+struct VertexShaderInput {
+ float3 position : POSITION;
+ float3 tangent : TANGENT;
+};
+
+// input parameters for our pixel shader
+// also the output parameters for our vertex shader
+struct PixelShaderInput {
+ float4 position : POSITION;
+ float3 tangent : TEXCOORD2;
+};
+
+PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
+ PixelShaderInput output;
+ output.position = mul(float4(input.position, 1.0), worldViewProjection);
+ output.tangent = input.tangent;
+ return output;
+}
+
+float4 pixelShaderFunction(PixelShaderInput input): COLOR {
+ return float4(normalize(input.tangent) * 0.5 + float3(0.5, 0.5, 0.5), 1);
+}
+
+// Here we tell our effect file *which* functions are
+// our vertex and pixel shaders.
+
+// #o3d VertexShaderEntryPoint vertexShaderFunction
+// #o3d PixelShaderEntryPoint pixelShaderFunction
+// #o3d MatrixLoadOrder RowMajor
diff --git a/o3d/samples/shaders/texture-colormult.shader b/o3d/samples/shaders/texture-colormult.shader
new file mode 100644
index 0000000..b253e48
--- /dev/null
+++ b/o3d/samples/shaders/texture-colormult.shader
@@ -0,0 +1,74 @@
+/*
+ * 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.
+ */
+
+float4x4 worldViewProjection : WORLDVIEWPROJECTION;
+
+// This parameter lets us adjust the color and fade things in or out.
+float4 colorMult;
+
+// The texture sampler is used to access the texture bitmap in the fragment
+// shader.
+sampler texSampler0;
+
+// input parameters for our vertex shader
+struct VertexShaderInput {
+ float4 position : POSITION;
+ float2 texcoord : TEXCOORD0; // Texture coordinates
+};
+
+// input parameters for our pixel shader
+struct PixelShaderInput {
+ float4 position : POSITION;
+ float2 texcoord : TEXCOORD0; // Texture coordinates
+};
+
+/**
+ * Our vertex shader.
+ */
+PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
+ PixelShaderInput output;
+ output.position = mul(input.position, worldViewProjection);
+ output.texcoord = input.texcoord;
+ return output;
+}
+
+/* Given the texture coordinates, our pixel shader grabs the corresponding
+ * color from the texture.
+ */
+float4 pixelShaderFunction(PixelShaderInput input): COLOR {
+ return tex2D(texSampler0, input.texcoord) * colorMult;
+}
+
+// Here we tell our effect file *which* functions are
+// our vertex and pixel shaders.
+// #o3d VertexShaderEntryPoint vertexShaderFunction
+// #o3d PixelShaderEntryPoint pixelShaderFunction
+// #o3d MatrixLoadOrder RowMajor
diff --git a/o3d/samples/shaders/texture-only.shader b/o3d/samples/shaders/texture-only.shader
new file mode 100644
index 0000000..2f09dfe
--- /dev/null
+++ b/o3d/samples/shaders/texture-only.shader
@@ -0,0 +1,71 @@
+/*
+ * 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.
+ */
+
+float4x4 worldViewProjection : WORLDVIEWPROJECTION;
+
+// The texture sampler is used to access the texture bitmap in the fragment
+// shader.
+sampler texSampler0;
+
+// input parameters for our vertex shader
+struct PixelShaderInput {
+ float4 position : POSITION;
+ float2 texcoord : TEXCOORD0; // Texture coordinates
+};
+
+// input parameters for our pixel shader
+struct VertexShaderInput {
+ float4 position : POSITION;
+ float2 texcoord : TEXCOORD0; // Texture coordinates
+};
+
+/**
+ * Our vertex shader
+ */
+PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
+ PixelShaderInput output;
+ output.position = mul(input.position, worldViewProjection);
+ output.texcoord = input.texcoord;
+ return output;
+}
+
+/* Given the texture coordinates, our pixel shader grabs the corresponding
+ * color from the texture.
+ */
+float4 pixelShaderFunction(PixelShaderInput input): COLOR {
+ return tex2D(texSampler0, input.texcoord);
+}
+
+// Here we tell our effect file *which* functions are
+// our vertex and pixel shaders.
+// #o3d VertexShaderEntryPoint vertexShaderFunction
+// #o3d PixelShaderEntryPoint pixelShaderFunction
+// #o3d MatrixLoadOrder RowMajor
diff --git a/o3d/samples/shaders/vertex-color.shader b/o3d/samples/shaders/vertex-color.shader
new file mode 100644
index 0000000..216f554
--- /dev/null
+++ b/o3d/samples/shaders/vertex-color.shader
@@ -0,0 +1,75 @@
+/*
+ * 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;
+
+// input parameters for our vertex shader
+struct PixelShaderInput {
+ float4 position : POSITION;
+ float4 color : COLOR;
+};
+
+// input parameters for our pixel shader
+// also the output parameters for our vertex shader
+struct VertexShaderInput {
+ float4 position : POSITION;
+ float4 color: COLOR;
+};
+
+/**
+ * Vertex Shader - our vertex shader
+ */
+PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
+ /**
+ * Our vertex shader projects the vertices onto the screen.
+ * We return its color unchanged.
+ */
+ PixelShaderInput output;
+
+ output.position = mul(input.position, worldViewProjection);
+ output.color = input.color;
+ return output;
+}
+
+/**
+ * pixel shader does nothing but return whatever color it was given.
+ */
+float4 pixelShaderFunction(PixelShaderInput input): COLOR {
+ return input.color;
+}
+
+// Here we tell our effect file the functions
+// which specify our vertex and pixel shaders.
+
+// #o3d VertexShaderEntryPoint vertexShaderFunction
+// #o3d PixelShaderEntryPoint pixelShaderFunction
+// #o3d MatrixLoadOrder RowMajor
diff --git a/o3d/samples/shaders/yuv2rgb.shader b/o3d/samples/shaders/yuv2rgb.shader
new file mode 100644
index 0000000..359c2bc
--- /dev/null
+++ b/o3d/samples/shaders/yuv2rgb.shader
@@ -0,0 +1,235 @@
+/*
+ * 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.
+float4x4 worldViewProjection : WorldViewProjection;
+
+// 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.
+float imageWidth;
+float imageHeight;
+
+// This is the texture sampler where the greyscale Y'UV420p image is
+// accessed.
+sampler textureSampler;
+
+// These are the input/output parameters for our vertex shader
+struct VertexShaderInput {
+ float4 position : POSITION;
+ float2 texcoord : TEXCOORD0; // Texture coordinates
+};
+
+// These are the input/output parameters for our pixel shader.
+struct PixelShaderInput {
+ float4 position : POSITION;
+ float2 texcoord : TEXCOORD0; // Texture coordinates
+};
+
+/**
+ * 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(float2 position) {
+ position.y = (position.y * 2.0 / 3.0) + (1.0 / 3.0);
+ return tex2D(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.
+ */
+float2 mapCommon(float2 position, float planarOffset) {
+ planarOffset += (imageWidth * floor(position.y / 2.0)) / 2.0 +
+ floor((imageWidth - 1.0 - position.x) / 2.0);
+ float x = int(imageWidth - 1.0 - floor(fmod(planarOffset, imageWidth)));
+ float y = int(floor(planarOffset / imageWidth));
+ return float2((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.
+ */
+float2 mapU(float2 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.
+ */
+float2 mapV(float2 position) {
+ return mapCommon(position, 0.0);
+}
+
+/**
+ * The vertex shader does nothing but returns the position of the
+ * vertex using the world view projection matrix.
+ */
+PixelShaderInput vertexShaderMain(VertexShaderInput input) {
+ PixelShaderInput output;
+ output.position = mul(input.position, worldViewProjection);
+
+ output.texcoord = input.texcoord;
+ return output;
+}
+
+/**
+ * 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
+ *
+ */
+float4 pixelShaderMain(PixelShaderInput input): COLOR {
+ // 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.
+ float2 pixelPosition = float2(floor(imageWidth * input.texcoord.x),
+ floor(imageHeight * input.texcoord.y));
+
+ // We can use the parametric coordinates to get the Y channel, since it's
+ // a relatively normal image.
+ float yChannel = getYPixel(input.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 = tex2D(textureSampler, mapU(pixelPosition)).x;
+ float vChannel = tex2D(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.
+ float4 channels = float4(yChannel, uChannel, vChannel, 1.0);
+ float3x4 conversion = float3x4(1.0, 0.0, 1.402, -0.701,
+ 1.0, -0.344, -0.714, 0.529,
+ 1.0, 1.772, 0.0, -0.886);
+ float3 rgb = mul(conversion, channels);
+
+ // 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.
+ //
+ // float4 channels = float4(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);
+
+ return float4(rgb, 1.0);
+}
+
+// Here we tell our effect file *which* functions are
+// our vertex and pixel shaders.
+// #o3d VertexShaderEntryPoint vertexShaderMain
+// #o3d PixelShaderEntryPoint pixelShaderMain
+// #o3d MatrixLoadOrder RowMajor