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-rw-r--r--tests/RenderScriptTests/ShadersTest/res/drawable-nodpi/robot.pngbin0 -> 292580 bytes
-rw-r--r--tests/RenderScriptTests/ShadersTest/res/raw/depth_fs.glsl13
-rw-r--r--tests/RenderScriptTests/ShadersTest/res/raw/robot.a3dbin0 -> 144528 bytes
-rw-r--r--tests/RenderScriptTests/ShadersTest/res/raw/vignette_fs.glsl31
4 files changed, 44 insertions, 0 deletions
diff --git a/tests/RenderScriptTests/ShadersTest/res/drawable-nodpi/robot.png b/tests/RenderScriptTests/ShadersTest/res/drawable-nodpi/robot.png
new file mode 100644
index 0000000..f7353fd
--- /dev/null
+++ b/tests/RenderScriptTests/ShadersTest/res/drawable-nodpi/robot.png
Binary files differ
diff --git a/tests/RenderScriptTests/ShadersTest/res/raw/depth_fs.glsl b/tests/RenderScriptTests/ShadersTest/res/raw/depth_fs.glsl
new file mode 100644
index 0000000..096843b
--- /dev/null
+++ b/tests/RenderScriptTests/ShadersTest/res/raw/depth_fs.glsl
@@ -0,0 +1,13 @@
+void main() {
+ // Non-linear depth value
+ float z = gl_FragCoord.z;
+ // Near and far planes from the projection
+ // In practice, these values can be used to tweak
+ // the focus range
+ float n = UNI_near;
+ float f = UNI_far;
+ // Linear depth value
+ z = (2.0 * n) / (f + n - z * (f - n));
+
+ gl_FragColor = vec4(z, z, z, 1.0);
+}
diff --git a/tests/RenderScriptTests/ShadersTest/res/raw/robot.a3d b/tests/RenderScriptTests/ShadersTest/res/raw/robot.a3d
new file mode 100644
index 0000000..f48895c
--- /dev/null
+++ b/tests/RenderScriptTests/ShadersTest/res/raw/robot.a3d
Binary files differ
diff --git a/tests/RenderScriptTests/ShadersTest/res/raw/vignette_fs.glsl b/tests/RenderScriptTests/ShadersTest/res/raw/vignette_fs.glsl
new file mode 100644
index 0000000..2dc1ea3
--- /dev/null
+++ b/tests/RenderScriptTests/ShadersTest/res/raw/vignette_fs.glsl
@@ -0,0 +1,31 @@
+#define CRT_MASK
+
+varying vec2 varTex0;
+
+void main() {
+ lowp vec4 color = texture2D(UNI_Tex0, varTex0);
+
+ vec2 powers = pow(abs((gl_FragCoord.xy / vec2(UNI_width, UNI_height)) - 0.5), vec2(2.0));
+ float gradient = smoothstep(UNI_size - UNI_feather, UNI_size + UNI_feather,
+ powers.x + powers.y);
+
+ color = vec4(mix(color.rgb, vec3(0.0), gradient), 1.0);
+
+#ifdef CRT_MASK
+ float vShift = gl_FragCoord.y;
+ if (mod(gl_FragCoord.x, 6.0) >= 3.0) {
+ vShift += 2.0;
+ }
+
+ lowp vec3 r = vec3(0.95, 0.0, 0.2);
+ lowp vec3 g = vec3(0.2, 0.95, 0.0);
+ lowp vec3 b = vec3(0.0, 0.2, 0.95);
+ int channel = int(floor(mod(gl_FragCoord.x, 3.0)));
+ lowp vec4 crt = vec4(r[channel], g[channel], b[channel], 1.0);
+ crt *= clamp(floor(mod(vShift, 4.0)), 0.0, 1.0);
+
+ color = (crt * color * 1.25) + 0.05;
+#endif
+
+ gl_FragColor = color;
+}