Loading libs/rs/java/Samples/AndroidManifest.xml +9 −0 Original line number Diff line number Diff line Loading @@ -20,5 +20,14 @@ <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <activity android:name="RsBench" android:label="RsBenchmark" android:theme="@android:style/Theme.Black.NoTitleBar"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> </manifest> libs/rs/java/Samples/res/raw/multitexf.glsl +1 −0 Original line number Diff line number Diff line Loading @@ -7,6 +7,7 @@ void main() { lowp vec4 col2 = texture2D(UNI_Tex2, t0).rgba; col0.xyz = col0.xyz*col1.xyz*1.5; col0.xyz = mix(col0.xyz, col2.xyz, col2.w); col0.w = 0.5; gl_FragColor = col0; } libs/rs/java/Samples/res/raw/shader2f.glsl 0 → 100644 +29 −0 Original line number Diff line number Diff line varying vec3 varWorldPos; varying vec3 varWorldNormal; varying vec2 varTex0; void main() { vec3 V = normalize(-varWorldPos.xyz); vec3 worldNorm = normalize(varWorldNormal); vec3 light0Vec = normalize(UNI_light0_Posision.xyz - varWorldPos); vec3 light0R = -reflect(light0Vec, worldNorm); float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light0_Diffuse; float light0Spec = clamp(dot(light0R, V), 0.001, 1.0); float light0_Specular = pow(light0Spec, UNI_light0_CosinePower) * UNI_light0_Specular; vec3 light1Vec = normalize(UNI_light1_Posision.xyz - varWorldPos); vec3 light1R = reflect(light1Vec, worldNorm); float light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light1_Diffuse; float light1Spec = clamp(dot(light1R, V), 0.001, 1.0); float light1_Specular = pow(light1Spec, UNI_light1_CosinePower) * UNI_light1_Specular; vec2 t0 = varTex0.xy; lowp vec4 col = texture2D(UNI_Tex0, t0).rgba; col.xyz = col.xyz * (light0_Diffuse * UNI_light0_DiffuseColor.xyz + light1_Diffuse * UNI_light1_DiffuseColor.xyz); col.xyz += light0_Specular * UNI_light0_SpecularColor.xyz; col.xyz += light1_Specular * UNI_light1_SpecularColor.xyz; gl_FragColor = col; } libs/rs/java/Samples/res/raw/shader2movev.glsl 0 → 100644 +22 −0 Original line number Diff line number Diff line varying vec3 varWorldPos; varying vec3 varWorldNormal; varying vec2 varTex0; // This is where actual shader code begins void main() { vec4 objPos = ATTRIB_position; vec3 oldPos = objPos.xyz; objPos.xyz += 0.1*sin(objPos.xyz*2.0 + UNI_time); objPos.xyz += 0.05*sin(objPos.xyz*4.0 + UNI_time*0.5); objPos.xyz += 0.02*sin(objPos.xyz*7.0 + UNI_time*0.75); vec4 worldPos = UNI_model * objPos; gl_Position = UNI_proj * worldPos; mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz); vec3 worldNorm = model3 * (ATTRIB_normal + oldPos - objPos.xyz); //vec3 worldNorm = model3 * ATTRIB_normal; varWorldPos = worldPos.xyz; varWorldNormal = worldNorm; varTex0 = ATTRIB_texture0; } libs/rs/java/Samples/res/raw/shader2v.glsl 0 → 100644 +17 −0 Original line number Diff line number Diff line varying vec3 varWorldPos; varying vec3 varWorldNormal; varying vec2 varTex0; // This is where actual shader code begins void main() { vec4 objPos = ATTRIB_position; vec4 worldPos = UNI_model * objPos; gl_Position = UNI_proj * worldPos; mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz); vec3 worldNorm = model3 * ATTRIB_normal; varWorldPos = worldPos.xyz; varWorldNormal = worldNorm; varTex0 = ATTRIB_texture0; } Loading
libs/rs/java/Samples/AndroidManifest.xml +9 −0 Original line number Diff line number Diff line Loading @@ -20,5 +20,14 @@ <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <activity android:name="RsBench" android:label="RsBenchmark" android:theme="@android:style/Theme.Black.NoTitleBar"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> </manifest>
libs/rs/java/Samples/res/raw/multitexf.glsl +1 −0 Original line number Diff line number Diff line Loading @@ -7,6 +7,7 @@ void main() { lowp vec4 col2 = texture2D(UNI_Tex2, t0).rgba; col0.xyz = col0.xyz*col1.xyz*1.5; col0.xyz = mix(col0.xyz, col2.xyz, col2.w); col0.w = 0.5; gl_FragColor = col0; }
libs/rs/java/Samples/res/raw/shader2f.glsl 0 → 100644 +29 −0 Original line number Diff line number Diff line varying vec3 varWorldPos; varying vec3 varWorldNormal; varying vec2 varTex0; void main() { vec3 V = normalize(-varWorldPos.xyz); vec3 worldNorm = normalize(varWorldNormal); vec3 light0Vec = normalize(UNI_light0_Posision.xyz - varWorldPos); vec3 light0R = -reflect(light0Vec, worldNorm); float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light0_Diffuse; float light0Spec = clamp(dot(light0R, V), 0.001, 1.0); float light0_Specular = pow(light0Spec, UNI_light0_CosinePower) * UNI_light0_Specular; vec3 light1Vec = normalize(UNI_light1_Posision.xyz - varWorldPos); vec3 light1R = reflect(light1Vec, worldNorm); float light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light1_Diffuse; float light1Spec = clamp(dot(light1R, V), 0.001, 1.0); float light1_Specular = pow(light1Spec, UNI_light1_CosinePower) * UNI_light1_Specular; vec2 t0 = varTex0.xy; lowp vec4 col = texture2D(UNI_Tex0, t0).rgba; col.xyz = col.xyz * (light0_Diffuse * UNI_light0_DiffuseColor.xyz + light1_Diffuse * UNI_light1_DiffuseColor.xyz); col.xyz += light0_Specular * UNI_light0_SpecularColor.xyz; col.xyz += light1_Specular * UNI_light1_SpecularColor.xyz; gl_FragColor = col; }
libs/rs/java/Samples/res/raw/shader2movev.glsl 0 → 100644 +22 −0 Original line number Diff line number Diff line varying vec3 varWorldPos; varying vec3 varWorldNormal; varying vec2 varTex0; // This is where actual shader code begins void main() { vec4 objPos = ATTRIB_position; vec3 oldPos = objPos.xyz; objPos.xyz += 0.1*sin(objPos.xyz*2.0 + UNI_time); objPos.xyz += 0.05*sin(objPos.xyz*4.0 + UNI_time*0.5); objPos.xyz += 0.02*sin(objPos.xyz*7.0 + UNI_time*0.75); vec4 worldPos = UNI_model * objPos; gl_Position = UNI_proj * worldPos; mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz); vec3 worldNorm = model3 * (ATTRIB_normal + oldPos - objPos.xyz); //vec3 worldNorm = model3 * ATTRIB_normal; varWorldPos = worldPos.xyz; varWorldNormal = worldNorm; varTex0 = ATTRIB_texture0; }
libs/rs/java/Samples/res/raw/shader2v.glsl 0 → 100644 +17 −0 Original line number Diff line number Diff line varying vec3 varWorldPos; varying vec3 varWorldNormal; varying vec2 varTex0; // This is where actual shader code begins void main() { vec4 objPos = ATTRIB_position; vec4 worldPos = UNI_model * objPos; gl_Position = UNI_proj * worldPos; mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz); vec3 worldNorm = model3 * ATTRIB_normal; varWorldPos = worldPos.xyz; varWorldNormal = worldNorm; varTex0 = ATTRIB_texture0; }