diff options
Diffstat (limited to 'o3d/samples/shaders')
-rw-r--r-- | o3d/samples/shaders/binormal-glsl.shader | 55 | ||||
-rw-r--r-- | o3d/samples/shaders/bump-glsl.shader | 140 | ||||
-rw-r--r-- | o3d/samples/shaders/checker-glsl.shader | 107 | ||||
-rw-r--r-- | o3d/samples/shaders/diffuse-glsl.shader | 87 | ||||
-rw-r--r-- | o3d/samples/shaders/normal-glsl.shader | 56 | ||||
-rw-r--r-- | o3d/samples/shaders/phong-with-colormult-glsl.shader | 88 | ||||
-rw-r--r-- | o3d/samples/shaders/solid-color-glsl.shader | 62 | ||||
-rw-r--r-- | o3d/samples/shaders/tangent-glsl.shader | 56 | ||||
-rw-r--r-- | o3d/samples/shaders/texture-colormult-glsl.shader | 67 | ||||
-rw-r--r-- | o3d/samples/shaders/texture-only-glsl.shader | 64 | ||||
-rw-r--r-- | o3d/samples/shaders/toon-glsl.shader | 89 | ||||
-rw-r--r-- | o3d/samples/shaders/yuv2rgb-glsl.shader | 230 |
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
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