summaryrefslogtreecommitdiffstats
path: root/tests/RenderScriptTests/MiscSamples/res
diff options
context:
space:
mode:
Diffstat (limited to 'tests/RenderScriptTests/MiscSamples/res')
-rw-r--r--tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/checker.pngbin0 -> 3732 bytes
-rw-r--r--tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/cubemap_test.pngbin0 -> 2870 bytes
-rw-r--r--tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/data.pngbin0 -> 97800 bytes
-rw-r--r--tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/leaf.pngbin0 -> 18837 bytes
-rw-r--r--tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/test_pattern.pngbin0 -> 307 bytes
-rw-r--r--tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/torusmap.pngbin0 -> 47127 bytes
-rw-r--r--tests/RenderScriptTests/MiscSamples/res/raw/multitexf.glsl13
-rw-r--r--tests/RenderScriptTests/MiscSamples/res/raw/shader2f.glsl29
-rw-r--r--tests/RenderScriptTests/MiscSamples/res/raw/shader2movev.glsl21
-rw-r--r--tests/RenderScriptTests/MiscSamples/res/raw/shader2v.glsl17
-rw-r--r--tests/RenderScriptTests/MiscSamples/res/raw/shaderarrayf.glsl16
-rw-r--r--tests/RenderScriptTests/MiscSamples/res/raw/shaderarrayv.glsl32
-rw-r--r--tests/RenderScriptTests/MiscSamples/res/raw/shadercubef.glsl8
-rw-r--r--tests/RenderScriptTests/MiscSamples/res/raw/shadercubev.glsl10
-rw-r--r--tests/RenderScriptTests/MiscSamples/res/raw/shaderf.glsl16
-rw-r--r--tests/RenderScriptTests/MiscSamples/res/raw/shaderv.glsl30
-rw-r--r--tests/RenderScriptTests/MiscSamples/res/raw/torus.a3dbin0 -> 571248 bytes
17 files changed, 192 insertions, 0 deletions
diff --git a/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/checker.png b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/checker.png
new file mode 100644
index 0000000..b631e1e
--- /dev/null
+++ b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/checker.png
Binary files differ
diff --git a/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/cubemap_test.png b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/cubemap_test.png
new file mode 100644
index 0000000..baf35d0
--- /dev/null
+++ b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/cubemap_test.png
Binary files differ
diff --git a/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/data.png b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/data.png
new file mode 100644
index 0000000..8e34714
--- /dev/null
+++ b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/data.png
Binary files differ
diff --git a/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/leaf.png b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/leaf.png
new file mode 100644
index 0000000..3cd3775
--- /dev/null
+++ b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/leaf.png
Binary files differ
diff --git a/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/test_pattern.png b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/test_pattern.png
new file mode 100644
index 0000000..e7d1455
--- /dev/null
+++ b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/test_pattern.png
Binary files differ
diff --git a/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/torusmap.png b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/torusmap.png
new file mode 100644
index 0000000..1e08f3b
--- /dev/null
+++ b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/torusmap.png
Binary files differ
diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/multitexf.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/multitexf.glsl
new file mode 100644
index 0000000..e492a47
--- /dev/null
+++ b/tests/RenderScriptTests/MiscSamples/res/raw/multitexf.glsl
@@ -0,0 +1,13 @@
+varying vec2 varTex0;
+
+void main() {
+ vec2 t0 = varTex0.xy;
+ lowp vec4 col0 = texture2D(UNI_Tex0, t0).rgba;
+ lowp vec4 col1 = texture2D(UNI_Tex1, t0*4.0).rgba;
+ 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;
+}
+
diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/shader2f.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/shader2f.glsl
new file mode 100644
index 0000000..5fc05f1
--- /dev/null
+++ b/tests/RenderScriptTests/MiscSamples/res/raw/shader2f.glsl
@@ -0,0 +1,29 @@
+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;
+}
+
diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/shader2movev.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/shader2movev.glsl
new file mode 100644
index 0000000..a2c807e
--- /dev/null
+++ b/tests/RenderScriptTests/MiscSamples/res/raw/shader2movev.glsl
@@ -0,0 +1,21 @@
+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);
+
+ varWorldPos = worldPos.xyz;
+ varWorldNormal = worldNorm;
+ varTex0 = ATTRIB_texture0;
+}
diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/shader2v.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/shader2v.glsl
new file mode 100644
index 0000000..e6885a3
--- /dev/null
+++ b/tests/RenderScriptTests/MiscSamples/res/raw/shader2v.glsl
@@ -0,0 +1,17 @@
+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;
+}
diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/shaderarrayf.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/shaderarrayf.glsl
new file mode 100644
index 0000000..238ecad
--- /dev/null
+++ b/tests/RenderScriptTests/MiscSamples/res/raw/shaderarrayf.glsl
@@ -0,0 +1,16 @@
+
+varying lowp float light0_Diffuse;
+varying lowp float light0_Specular;
+varying lowp float light1_Diffuse;
+varying lowp float light1_Specular;
+varying vec2 varTex0;
+
+void main() {
+ vec2 t0 = varTex0.xy;
+ lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
+ col.xyz = col.xyz * (light0_Diffuse * UNI_light_DiffuseColor[0].xyz + light1_Diffuse * UNI_light_DiffuseColor[1].xyz);
+ col.xyz += light0_Specular * UNI_light_SpecularColor[0].xyz;
+ col.xyz += light1_Specular * UNI_light_SpecularColor[1].xyz;
+ gl_FragColor = col;
+}
+
diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/shaderarrayv.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/shaderarrayv.glsl
new file mode 100644
index 0000000..7a1310a
--- /dev/null
+++ b/tests/RenderScriptTests/MiscSamples/res/raw/shaderarrayv.glsl
@@ -0,0 +1,32 @@
+varying float light0_Diffuse;
+varying float light0_Specular;
+varying float light1_Diffuse;
+varying float light1_Specular;
+varying vec2 varTex0;
+
+// This is where actual shader code begins
+void main() {
+ vec4 worldPos = UNI_model[0] * ATTRIB_position;
+ worldPos = UNI_model[1] * worldPos;
+ gl_Position = UNI_proj * worldPos;
+
+ mat4 model0 = UNI_model[0];
+ mat3 model3 = mat3(model0[0].xyz, model0[1].xyz, model0[2].xyz);
+ vec3 worldNorm = model3 * ATTRIB_normal;
+ vec3 V = normalize(-worldPos.xyz);
+
+ vec3 light0Vec = normalize(UNI_light_Posision[0].xyz - worldPos.xyz);
+ vec3 light0R = -reflect(light0Vec, worldNorm);
+ light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light_Diffuse[0];
+ float light0Spec = clamp(dot(light0R, V), 0.001, 1.0);
+ light0_Specular = pow(light0Spec, UNI_light_CosinePower[0]) * UNI_light_Specular[0];
+
+ vec3 light1Vec = normalize(UNI_light_Posision[1].xyz - worldPos.xyz);
+ vec3 light1R = reflect(light1Vec, worldNorm);
+ light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light_Diffuse[1];
+ float light1Spec = clamp(dot(light1R, V), 0.001, 1.0);
+ light1_Specular = pow(light1Spec, UNI_light_CosinePower[1]) * UNI_light_Specular[1];
+
+ gl_PointSize = 1.0;
+ varTex0 = ATTRIB_texture0;
+}
diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/shadercubef.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/shadercubef.glsl
new file mode 100644
index 0000000..15696a4
--- /dev/null
+++ b/tests/RenderScriptTests/MiscSamples/res/raw/shadercubef.glsl
@@ -0,0 +1,8 @@
+
+varying vec3 worldNormal;
+
+void main() {
+ lowp vec4 col = textureCube(UNI_Tex0, worldNormal);
+ gl_FragColor = col;
+}
+
diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/shadercubev.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/shadercubev.glsl
new file mode 100644
index 0000000..70f5cd6
--- /dev/null
+++ b/tests/RenderScriptTests/MiscSamples/res/raw/shadercubev.glsl
@@ -0,0 +1,10 @@
+varying vec3 worldNormal;
+
+// This is where actual shader code begins
+void main() {
+ vec4 worldPos = UNI_model * ATTRIB_position;
+ gl_Position = UNI_proj * worldPos;
+
+ mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz);
+ worldNormal = model3 * ATTRIB_normal;
+}
diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/shaderf.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/shaderf.glsl
new file mode 100644
index 0000000..d56e203
--- /dev/null
+++ b/tests/RenderScriptTests/MiscSamples/res/raw/shaderf.glsl
@@ -0,0 +1,16 @@
+
+varying lowp float light0_Diffuse;
+varying lowp float light0_Specular;
+varying lowp float light1_Diffuse;
+varying lowp float light1_Specular;
+varying vec2 varTex0;
+
+void main() {
+ 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;
+}
+
diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/shaderv.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/shaderv.glsl
new file mode 100644
index 0000000..f7d01de
--- /dev/null
+++ b/tests/RenderScriptTests/MiscSamples/res/raw/shaderv.glsl
@@ -0,0 +1,30 @@
+varying float light0_Diffuse;
+varying float light0_Specular;
+varying float light1_Diffuse;
+varying float light1_Specular;
+varying vec2 varTex0;
+
+// This is where actual shader code begins
+void main() {
+ vec4 worldPos = UNI_model * ATTRIB_position;
+ 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;
+ vec3 V = normalize(-worldPos.xyz);
+
+ vec3 light0Vec = normalize(UNI_light0_Posision.xyz - worldPos.xyz);
+ vec3 light0R = -reflect(light0Vec, worldNorm);
+ light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light0_Diffuse;
+ float light0Spec = clamp(dot(light0R, V), 0.001, 1.0);
+ light0_Specular = pow(light0Spec, UNI_light0_CosinePower) * UNI_light0_Specular;
+
+ vec3 light1Vec = normalize(UNI_light1_Posision.xyz - worldPos.xyz);
+ vec3 light1R = reflect(light1Vec, worldNorm);
+ light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light1_Diffuse;
+ float light1Spec = clamp(dot(light1R, V), 0.001, 1.0);
+ light1_Specular = pow(light1Spec, UNI_light1_CosinePower) * UNI_light1_Specular;
+
+ gl_PointSize = 1.0;
+ varTex0 = ATTRIB_texture0;
+}
diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/torus.a3d b/tests/RenderScriptTests/MiscSamples/res/raw/torus.a3d
new file mode 100644
index 0000000..0322b01
--- /dev/null
+++ b/tests/RenderScriptTests/MiscSamples/res/raw/torus.a3d
Binary files differ