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-rw-r--r--tests/RenderScriptTests/SceneGraph/res/raw/blur_h.glsl15
-rw-r--r--tests/RenderScriptTests/SceneGraph/res/raw/blur_v.glsl17
-rw-r--r--tests/RenderScriptTests/SceneGraph/res/raw/blur_vertex.glsl7
-rw-r--r--tests/RenderScriptTests/SceneGraph/res/raw/diffuse.glsl19
-rw-r--r--tests/RenderScriptTests/SceneGraph/res/raw/metal.glsl23
-rw-r--r--tests/RenderScriptTests/SceneGraph/res/raw/paintf.glsl26
-rw-r--r--tests/RenderScriptTests/SceneGraph/res/raw/plastic.glsl22
-rw-r--r--tests/RenderScriptTests/SceneGraph/res/raw/robot.a3dbin0 -> 144528 bytes
-rw-r--r--tests/RenderScriptTests/SceneGraph/res/raw/select_color.glsl13
-rw-r--r--tests/RenderScriptTests/SceneGraph/res/raw/shader2v.glsl17
-rw-r--r--tests/RenderScriptTests/SceneGraph/res/raw/texture.glsl7
11 files changed, 166 insertions, 0 deletions
diff --git a/tests/RenderScriptTests/SceneGraph/res/raw/blur_h.glsl b/tests/RenderScriptTests/SceneGraph/res/raw/blur_h.glsl
new file mode 100644
index 0000000..fa468cc
--- /dev/null
+++ b/tests/RenderScriptTests/SceneGraph/res/raw/blur_h.glsl
@@ -0,0 +1,15 @@
+varying vec2 varTex0;
+
+void main() {
+ vec2 blurCoord = varTex0;
+ blurCoord.x = varTex0.x + UNI_blurOffset0;
+ vec3 col = texture2D(UNI_Tex0, blurCoord).rgb;
+ blurCoord.x = varTex0.x + UNI_blurOffset1;
+ col += texture2D(UNI_Tex0, blurCoord).rgb;
+ blurCoord.x = varTex0.x + UNI_blurOffset2;
+ col += texture2D(UNI_Tex0, blurCoord).rgb;
+ blurCoord.x = varTex0.x + UNI_blurOffset3;
+ col += texture2D(UNI_Tex0, blurCoord).rgb;
+
+ gl_FragColor = vec4(col * 0.25, 0.0); //texture2D(UNI_Tex0, varTex0);
+}
diff --git a/tests/RenderScriptTests/SceneGraph/res/raw/blur_v.glsl b/tests/RenderScriptTests/SceneGraph/res/raw/blur_v.glsl
new file mode 100644
index 0000000..a644a3e
--- /dev/null
+++ b/tests/RenderScriptTests/SceneGraph/res/raw/blur_v.glsl
@@ -0,0 +1,17 @@
+varying vec2 varTex0;
+
+void main() {
+ vec2 blurCoord = varTex0;
+ blurCoord.y = varTex0.y + UNI_blurOffset0;
+ vec3 col = texture2D(UNI_Tex0, blurCoord).rgb;
+ blurCoord.y = varTex0.y + UNI_blurOffset1;
+ col += texture2D(UNI_Tex0, blurCoord).rgb;
+ blurCoord.y = varTex0.y + UNI_blurOffset2;
+ col += texture2D(UNI_Tex0, blurCoord).rgb;
+ blurCoord.y = varTex0.y + UNI_blurOffset3;
+ col += texture2D(UNI_Tex0, blurCoord).rgb;
+
+ col = col * 0.25;
+
+ gl_FragColor = vec4(col, 0.0); //texture2D(UNI_Tex0, varTex0);
+}
diff --git a/tests/RenderScriptTests/SceneGraph/res/raw/blur_vertex.glsl b/tests/RenderScriptTests/SceneGraph/res/raw/blur_vertex.glsl
new file mode 100644
index 0000000..bc824b6
--- /dev/null
+++ b/tests/RenderScriptTests/SceneGraph/res/raw/blur_vertex.glsl
@@ -0,0 +1,7 @@
+varying vec2 varTex0;
+
+void main() {
+ gl_Position = ATTRIB_position;
+ varTex0 = ATTRIB_texture0;
+}
+
diff --git a/tests/RenderScriptTests/SceneGraph/res/raw/diffuse.glsl b/tests/RenderScriptTests/SceneGraph/res/raw/diffuse.glsl
new file mode 100644
index 0000000..5d8938b
--- /dev/null
+++ b/tests/RenderScriptTests/SceneGraph/res/raw/diffuse.glsl
@@ -0,0 +1,19 @@
+varying vec3 varWorldPos;
+varying vec3 varWorldNormal;
+varying vec2 varTex0;
+
+void main() {
+
+ vec3 V = normalize(UNI_cameraPos.xyz - varWorldPos.xyz);
+ vec3 worldNorm = (varWorldNormal);
+
+ vec3 light0Vec = V;
+ vec3 light0R = reflect(light0Vec, worldNorm);
+ float light0_Diffuse = dot(worldNorm, light0Vec);
+
+ vec2 t0 = varTex0.xy;
+ lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
+ col.xyz = col.xyz * light0_Diffuse * 1.2;
+ gl_FragColor = col; //vec4(0.0, 1.0, 0.0, 0.0);
+}
+
diff --git a/tests/RenderScriptTests/SceneGraph/res/raw/metal.glsl b/tests/RenderScriptTests/SceneGraph/res/raw/metal.glsl
new file mode 100644
index 0000000..51f0612
--- /dev/null
+++ b/tests/RenderScriptTests/SceneGraph/res/raw/metal.glsl
@@ -0,0 +1,23 @@
+varying vec3 varWorldPos;
+varying vec3 varWorldNormal;
+varying vec2 varTex0;
+
+void main() {
+
+ vec3 V = normalize(UNI_cameraPos.xyz - varWorldPos.xyz);
+ vec3 worldNorm = normalize(varWorldNormal);
+
+ vec3 light0Vec = V;
+ vec3 light0R = reflect(light0Vec, worldNorm);
+ float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0);
+ float light0Spec = clamp(dot(-light0R, V), 0.001, 1.0);
+ 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));
+ 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
new file mode 100644
index 0000000..893d553
--- /dev/null
+++ b/tests/RenderScriptTests/SceneGraph/res/raw/paintf.glsl
@@ -0,0 +1,26 @@
+varying vec3 varWorldPos;
+varying vec3 varWorldNormal;
+varying vec2 varTex0;
+
+void main() {
+
+ vec3 V = normalize(UNI_cameraPos.xyz - varWorldPos.xyz);
+ vec3 worldNorm = normalize(varWorldNormal);
+
+ vec3 light0Vec = V;
+ vec3 light0R = reflect(light0Vec, worldNorm);
+ float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.01, 0.99);
+ float light0Spec = clamp(dot(-light0R, V), 0.001, 1.0);
+ float light0_Specular = pow(light0Spec, 150.0) * 0.5;
+
+ vec2 t0 = varTex0.xy;
+ lowp vec4 col = texture2D(UNI_Tex0, 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.w = 0.8;
+ gl_FragColor = col;
+}
+
diff --git a/tests/RenderScriptTests/SceneGraph/res/raw/plastic.glsl b/tests/RenderScriptTests/SceneGraph/res/raw/plastic.glsl
new file mode 100644
index 0000000..ceb53bd
--- /dev/null
+++ b/tests/RenderScriptTests/SceneGraph/res/raw/plastic.glsl
@@ -0,0 +1,22 @@
+varying vec3 varWorldPos;
+varying vec3 varWorldNormal;
+varying vec2 varTex0;
+
+void main() {
+
+ vec3 V = normalize(UNI_cameraPos.xyz - varWorldPos.xyz);
+ vec3 worldNorm = normalize(varWorldNormal);
+
+ vec3 light0Vec = V;
+ vec3 light0R = reflect(light0Vec, worldNorm);
+ float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0);
+ float light0Spec = clamp(dot(-light0R, V), 0.001, 1.0);
+ float light0_Specular = pow(light0Spec, 10.0) * 0.5;
+
+ vec2 t0 = varTex0.xy;
+ lowp vec4 col = texture2D(UNI_Tex0, 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/robot.a3d b/tests/RenderScriptTests/SceneGraph/res/raw/robot.a3d
new file mode 100644
index 0000000..f48895c
--- /dev/null
+++ b/tests/RenderScriptTests/SceneGraph/res/raw/robot.a3d
Binary files differ
diff --git a/tests/RenderScriptTests/SceneGraph/res/raw/select_color.glsl b/tests/RenderScriptTests/SceneGraph/res/raw/select_color.glsl
new file mode 100644
index 0000000..59a267b
--- /dev/null
+++ b/tests/RenderScriptTests/SceneGraph/res/raw/select_color.glsl
@@ -0,0 +1,13 @@
+varying vec2 varTex0;
+
+void main() {
+ vec3 col = texture2D(UNI_Tex0, varTex0).rgb;
+
+ vec3 desat = vec3(0.299, 0.587, 0.114);
+ float lum = dot(desat, col);
+ float stepVal = step(lum, 0.8);
+ col = mix(col, vec3(0.0), stepVal)*0.8;
+
+ gl_FragColor = vec4(col, 0.0);
+}
+
diff --git a/tests/RenderScriptTests/SceneGraph/res/raw/shader2v.glsl b/tests/RenderScriptTests/SceneGraph/res/raw/shader2v.glsl
new file mode 100644
index 0000000..1ea234f
--- /dev/null
+++ b/tests/RenderScriptTests/SceneGraph/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_viewProj * 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/SceneGraph/res/raw/texture.glsl b/tests/RenderScriptTests/SceneGraph/res/raw/texture.glsl
new file mode 100644
index 0000000..dd709cf
--- /dev/null
+++ b/tests/RenderScriptTests/SceneGraph/res/raw/texture.glsl
@@ -0,0 +1,7 @@
+varying vec2 varTex0;
+
+void main() {
+ lowp vec4 col = texture2D(UNI_Tex0, varTex0).rgba;
+ gl_FragColor = col;
+}
+