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authorAlex Sakhartchouk <alexst@google.com>2012-02-21 17:33:27 -0800
committerAlex Sakhartchouk <alexst@google.com>2012-02-22 09:06:03 -0800
commit9cc290038ca3ee06ed34d172bbd139ea13bafd1b (patch)
treed8177e240413a25b4552b063e165136036dd6a23 /tests/RenderScriptTests
parent1eb4c26a96cb00edb6e5d53e35da152b421805c0 (diff)
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Properly pipe texture names through.
Change-Id: I3e44c2757acee90539869c32771626cd0f770a25
Diffstat (limited to 'tests/RenderScriptTests')
-rw-r--r--tests/RenderScriptTests/SceneGraph/res/raw/blur_h.glsl10
-rw-r--r--tests/RenderScriptTests/SceneGraph/res/raw/blur_v.glsl10
-rw-r--r--tests/RenderScriptTests/SceneGraph/res/raw/diffuse.glsl4
-rw-r--r--tests/RenderScriptTests/SceneGraph/res/raw/metal.glsl4
-rw-r--r--tests/RenderScriptTests/SceneGraph/res/raw/paintf.glsl4
-rw-r--r--tests/RenderScriptTests/SceneGraph/res/raw/plastic.glsl2
-rw-r--r--tests/RenderScriptTests/SceneGraph/res/raw/select_color.glsl2
-rw-r--r--tests/RenderScriptTests/SceneGraph/res/raw/texture.glsl2
-rw-r--r--tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/FragmentShader.java6
9 files changed, 23 insertions, 21 deletions
diff --git a/tests/RenderScriptTests/SceneGraph/res/raw/blur_h.glsl b/tests/RenderScriptTests/SceneGraph/res/raw/blur_h.glsl
index fa468cc..c34adc9 100644
--- a/tests/RenderScriptTests/SceneGraph/res/raw/blur_h.glsl
+++ b/tests/RenderScriptTests/SceneGraph/res/raw/blur_h.glsl
@@ -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);
}
diff --git a/tests/RenderScriptTests/SceneGraph/res/raw/blur_v.glsl b/tests/RenderScriptTests/SceneGraph/res/raw/blur_v.glsl
index a644a3e..ade05a2 100644
--- a/tests/RenderScriptTests/SceneGraph/res/raw/blur_v.glsl
+++ b/tests/RenderScriptTests/SceneGraph/res/raw/blur_v.glsl
@@ -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);
}
diff --git a/tests/RenderScriptTests/SceneGraph/res/raw/diffuse.glsl b/tests/RenderScriptTests/SceneGraph/res/raw/diffuse.glsl
index 5d8938b..2eb1028 100644
--- a/tests/RenderScriptTests/SceneGraph/res/raw/diffuse.glsl
+++ b/tests/RenderScriptTests/SceneGraph/res/raw/diffuse.glsl
@@ -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;
}
diff --git a/tests/RenderScriptTests/SceneGraph/res/raw/metal.glsl b/tests/RenderScriptTests/SceneGraph/res/raw/metal.glsl
index 51f0612..b90a7b2 100644
--- a/tests/RenderScriptTests/SceneGraph/res/raw/metal.glsl
+++ b/tests/RenderScriptTests/SceneGraph/res/raw/metal.glsl
@@ -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;
diff --git a/tests/RenderScriptTests/SceneGraph/res/raw/paintf.glsl b/tests/RenderScriptTests/SceneGraph/res/raw/paintf.glsl
index 893d553..f3b89ed 100644
--- a/tests/RenderScriptTests/SceneGraph/res/raw/paintf.glsl
+++ b/tests/RenderScriptTests/SceneGraph/res/raw/paintf.glsl
@@ -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;
}
diff --git a/tests/RenderScriptTests/SceneGraph/res/raw/plastic.glsl b/tests/RenderScriptTests/SceneGraph/res/raw/plastic.glsl
index ceb53bd..56f7151 100644
--- a/tests/RenderScriptTests/SceneGraph/res/raw/plastic.glsl
+++ b/tests/RenderScriptTests/SceneGraph/res/raw/plastic.glsl
@@ -14,7 +14,7 @@ void main() {
float light0_Specular = pow(light0Spec, 10.0) * 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 * 1.2;
col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0);
gl_FragColor = col;
diff --git a/tests/RenderScriptTests/SceneGraph/res/raw/select_color.glsl b/tests/RenderScriptTests/SceneGraph/res/raw/select_color.glsl
index 42b231a..1a927ca 100644
--- a/tests/RenderScriptTests/SceneGraph/res/raw/select_color.glsl
+++ b/tests/RenderScriptTests/SceneGraph/res/raw/select_color.glsl
@@ -1,7 +1,7 @@
varying vec2 varTex0;
void main() {
- vec3 col = texture2D(UNI_Tex0, varTex0).rgb;
+ vec3 col = texture2D(UNI_color, varTex0).rgb;
vec3 desat = vec3(0.299, 0.587, 0.114);
float lum = dot(desat, col);
diff --git a/tests/RenderScriptTests/SceneGraph/res/raw/texture.glsl b/tests/RenderScriptTests/SceneGraph/res/raw/texture.glsl
index dd709cf..662ecd8 100644
--- a/tests/RenderScriptTests/SceneGraph/res/raw/texture.glsl
+++ b/tests/RenderScriptTests/SceneGraph/res/raw/texture.glsl
@@ -1,7 +1,7 @@
varying vec2 varTex0;
void main() {
- lowp vec4 col = texture2D(UNI_Tex0, varTex0).rgba;
+ lowp vec4 col = texture2D(UNI_color, varTex0).rgba;
gl_FragColor = col;
}
diff --git a/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/FragmentShader.java b/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/FragmentShader.java
index c8e25fe..8a468db 100644
--- a/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/FragmentShader.java
+++ b/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/FragmentShader.java
@@ -83,10 +83,12 @@ public class FragmentShader extends Shader {
mBuilder.addConstant(mShader.mPerObjConstants);
}
for (int i = 0; i < mShader.mTextureTypes.size(); i ++) {
- mBuilder.addTexture(mShader.mTextureTypes.get(i));
+ mBuilder.addTexture(mShader.mTextureTypes.get(i),
+ mShader.mTextureNames.get(i));
}
for (int i = 0; i < mShader.mShaderTextureTypes.size(); i ++) {
- mBuilder.addTexture(mShader.mShaderTextureTypes.get(i));
+ mBuilder.addTexture(mShader.mShaderTextureTypes.get(i),
+ mShader.mShaderTextureNames.get(i));
}
mShader.mProgram = mBuilder.create();