Loading tests/RenderScriptTests/SceneGraph/res/raw/blur_h.glsl +5 −5 Original line number Diff line number Diff line Loading @@ -3,13 +3,13 @@ varying vec2 varTex0; void main() { vec2 blurCoord = varTex0; blurCoord.x = varTex0.x + UNI_blurOffset0; vec3 col = texture2D(UNI_Tex0, blurCoord).rgb; vec3 col = texture2D(UNI_color, blurCoord).rgb; blurCoord.x = varTex0.x + UNI_blurOffset1; col += texture2D(UNI_Tex0, blurCoord).rgb; col += texture2D(UNI_color, blurCoord).rgb; blurCoord.x = varTex0.x + UNI_blurOffset2; col += texture2D(UNI_Tex0, blurCoord).rgb; col += texture2D(UNI_color, blurCoord).rgb; blurCoord.x = varTex0.x + UNI_blurOffset3; col += texture2D(UNI_Tex0, blurCoord).rgb; col += texture2D(UNI_color, blurCoord).rgb; gl_FragColor = vec4(col * 0.25, 0.0); //texture2D(UNI_Tex0, varTex0); gl_FragColor = vec4(col * 0.25, 0.0); } tests/RenderScriptTests/SceneGraph/res/raw/blur_v.glsl +5 −5 Original line number Diff line number Diff line Loading @@ -3,15 +3,15 @@ varying vec2 varTex0; void main() { vec2 blurCoord = varTex0; blurCoord.y = varTex0.y + UNI_blurOffset0; vec3 col = texture2D(UNI_Tex0, blurCoord).rgb; vec3 col = texture2D(UNI_color, blurCoord).rgb; blurCoord.y = varTex0.y + UNI_blurOffset1; col += texture2D(UNI_Tex0, blurCoord).rgb; col += texture2D(UNI_color, blurCoord).rgb; blurCoord.y = varTex0.y + UNI_blurOffset2; col += texture2D(UNI_Tex0, blurCoord).rgb; col += texture2D(UNI_color, blurCoord).rgb; blurCoord.y = varTex0.y + UNI_blurOffset3; col += texture2D(UNI_Tex0, blurCoord).rgb; col += texture2D(UNI_color, blurCoord).rgb; col = col * 0.25; gl_FragColor = vec4(col, 0.0); //texture2D(UNI_Tex0, varTex0); gl_FragColor = vec4(col, 0.0); } tests/RenderScriptTests/SceneGraph/res/raw/diffuse.glsl +2 −2 Original line number Diff line number Diff line Loading @@ -12,8 +12,8 @@ void main() { float light0_Diffuse = dot(worldNorm, light0Vec); vec2 t0 = varTex0.xy; lowp vec4 col = texture2D(UNI_Tex0, t0).rgba; lowp vec4 col = texture2D(UNI_diffuse, t0).rgba; col.xyz = col.xyz * light0_Diffuse * 1.2; gl_FragColor = col; //vec4(0.0, 1.0, 0.0, 0.0); gl_FragColor = col; } tests/RenderScriptTests/SceneGraph/res/raw/metal.glsl +2 −2 Original line number Diff line number Diff line Loading @@ -14,8 +14,8 @@ void main() { float light0_Specular = pow(light0Spec, 15.0) * 0.5; vec2 t0 = varTex0.xy; lowp vec4 col = texture2D(UNI_Tex0, t0).rgba; col.xyz = col.xyz * (textureCube(UNI_Tex1, worldNorm).rgb * 0.5 + vec3(light0_Diffuse)); lowp vec4 col = texture2D(UNI_diffuse, t0).rgba; col.xyz = col.xyz * (textureCube(UNI_reflection, worldNorm).rgb * 0.5 + vec3(light0_Diffuse)); col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0); gl_FragColor = col; Loading tests/RenderScriptTests/SceneGraph/res/raw/paintf.glsl +2 −2 Original line number Diff line number Diff line Loading @@ -14,12 +14,12 @@ void main() { float light0_Specular = pow(light0Spec, 150.0) * 0.5; vec2 t0 = varTex0.xy; lowp vec4 col = texture2D(UNI_Tex0, t0).rgba; lowp vec4 col = texture2D(UNI_diffuse, t0).rgba; col.xyz = col.xyz * light0_Diffuse * 1.1; col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0); float fresnel = mix(pow(1.0 - light0_Diffuse, 15.0), 1.0, 0.1); col.xyz = mix(col.xyz, textureCube(UNI_Tex1, -light0R).rgb * 2.4, fresnel); col.xyz = mix(col.xyz, textureCube(UNI_reflection, -light0R).rgb * 2.4, fresnel); col.w = 0.8; gl_FragColor = col; } Loading Loading
tests/RenderScriptTests/SceneGraph/res/raw/blur_h.glsl +5 −5 Original line number Diff line number Diff line Loading @@ -3,13 +3,13 @@ varying vec2 varTex0; void main() { vec2 blurCoord = varTex0; blurCoord.x = varTex0.x + UNI_blurOffset0; vec3 col = texture2D(UNI_Tex0, blurCoord).rgb; vec3 col = texture2D(UNI_color, blurCoord).rgb; blurCoord.x = varTex0.x + UNI_blurOffset1; col += texture2D(UNI_Tex0, blurCoord).rgb; col += texture2D(UNI_color, blurCoord).rgb; blurCoord.x = varTex0.x + UNI_blurOffset2; col += texture2D(UNI_Tex0, blurCoord).rgb; col += texture2D(UNI_color, blurCoord).rgb; blurCoord.x = varTex0.x + UNI_blurOffset3; col += texture2D(UNI_Tex0, blurCoord).rgb; col += texture2D(UNI_color, blurCoord).rgb; gl_FragColor = vec4(col * 0.25, 0.0); //texture2D(UNI_Tex0, varTex0); gl_FragColor = vec4(col * 0.25, 0.0); }
tests/RenderScriptTests/SceneGraph/res/raw/blur_v.glsl +5 −5 Original line number Diff line number Diff line Loading @@ -3,15 +3,15 @@ varying vec2 varTex0; void main() { vec2 blurCoord = varTex0; blurCoord.y = varTex0.y + UNI_blurOffset0; vec3 col = texture2D(UNI_Tex0, blurCoord).rgb; vec3 col = texture2D(UNI_color, blurCoord).rgb; blurCoord.y = varTex0.y + UNI_blurOffset1; col += texture2D(UNI_Tex0, blurCoord).rgb; col += texture2D(UNI_color, blurCoord).rgb; blurCoord.y = varTex0.y + UNI_blurOffset2; col += texture2D(UNI_Tex0, blurCoord).rgb; col += texture2D(UNI_color, blurCoord).rgb; blurCoord.y = varTex0.y + UNI_blurOffset3; col += texture2D(UNI_Tex0, blurCoord).rgb; col += texture2D(UNI_color, blurCoord).rgb; col = col * 0.25; gl_FragColor = vec4(col, 0.0); //texture2D(UNI_Tex0, varTex0); gl_FragColor = vec4(col, 0.0); }
tests/RenderScriptTests/SceneGraph/res/raw/diffuse.glsl +2 −2 Original line number Diff line number Diff line Loading @@ -12,8 +12,8 @@ void main() { float light0_Diffuse = dot(worldNorm, light0Vec); vec2 t0 = varTex0.xy; lowp vec4 col = texture2D(UNI_Tex0, t0).rgba; lowp vec4 col = texture2D(UNI_diffuse, t0).rgba; col.xyz = col.xyz * light0_Diffuse * 1.2; gl_FragColor = col; //vec4(0.0, 1.0, 0.0, 0.0); gl_FragColor = col; }
tests/RenderScriptTests/SceneGraph/res/raw/metal.glsl +2 −2 Original line number Diff line number Diff line Loading @@ -14,8 +14,8 @@ void main() { float light0_Specular = pow(light0Spec, 15.0) * 0.5; vec2 t0 = varTex0.xy; lowp vec4 col = texture2D(UNI_Tex0, t0).rgba; col.xyz = col.xyz * (textureCube(UNI_Tex1, worldNorm).rgb * 0.5 + vec3(light0_Diffuse)); lowp vec4 col = texture2D(UNI_diffuse, t0).rgba; col.xyz = col.xyz * (textureCube(UNI_reflection, worldNorm).rgb * 0.5 + vec3(light0_Diffuse)); col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0); gl_FragColor = col; Loading
tests/RenderScriptTests/SceneGraph/res/raw/paintf.glsl +2 −2 Original line number Diff line number Diff line Loading @@ -14,12 +14,12 @@ void main() { float light0_Specular = pow(light0Spec, 150.0) * 0.5; vec2 t0 = varTex0.xy; lowp vec4 col = texture2D(UNI_Tex0, t0).rgba; lowp vec4 col = texture2D(UNI_diffuse, t0).rgba; col.xyz = col.xyz * light0_Diffuse * 1.1; col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0); float fresnel = mix(pow(1.0 - light0_Diffuse, 15.0), 1.0, 0.1); col.xyz = mix(col.xyz, textureCube(UNI_Tex1, -light0R).rgb * 2.4, fresnel); col.xyz = mix(col.xyz, textureCube(UNI_reflection, -light0R).rgb * 2.4, fresnel); col.w = 0.8; gl_FragColor = col; } Loading