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-rw-r--r--o3d/samples/shaders/binormal-glsl.shader55
-rw-r--r--o3d/samples/shaders/bump-glsl.shader140
-rw-r--r--o3d/samples/shaders/checker-glsl.shader107
-rw-r--r--o3d/samples/shaders/diffuse-glsl.shader87
-rw-r--r--o3d/samples/shaders/normal-glsl.shader56
-rw-r--r--o3d/samples/shaders/phong-with-colormult-glsl.shader88
-rw-r--r--o3d/samples/shaders/solid-color-glsl.shader62
-rw-r--r--o3d/samples/shaders/tangent-glsl.shader56
-rw-r--r--o3d/samples/shaders/texture-colormult-glsl.shader67
-rw-r--r--o3d/samples/shaders/texture-only-glsl.shader64
-rw-r--r--o3d/samples/shaders/toon-glsl.shader89
-rw-r--r--o3d/samples/shaders/yuv2rgb-glsl.shader230
12 files changed, 1101 insertions, 0 deletions
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 \ No newline at end of file