| From b695c3a3fa3f4cd48c13aa26542110de27075518 Mon Sep 17 00:00:00 2001 |
| From: Drew Moseley <drew_moseley@mentor.com> |
| Date: Mon, 12 May 2014 15:22:32 -0400 |
| Subject: [PATCH 1/9] mesa-demos: Add missing data files. |
| |
| Add some data files that are present in the git repository: |
| http://cgit.freedesktop.org/mesa/demos/tree/?id=mesa-demos-8.1.0 |
| but not in the release tarball |
| ftp://ftp.freedesktop.org/pub/mesa/demos/8.1.0/mesa-demos-8.1.0.tar.bz2 |
| |
| Upstream-Status: Backport |
| Signed-off-by: Drew Moseley <drew_moseley@mentor.com> |
| Signed-off-by: Martin Jansa <Martin.Jansa@gmail.com> |
| --- |
| src/fpglsl/depth-read.glsl | 4 + |
| src/fpglsl/infinite-loop.glsl | 7 + |
| src/glsl/CH11-bumpmaptex.frag | 47 +++++++ |
| src/glsl/blinking-teapot.frag | 31 +++++ |
| src/glsl/blinking-teapot.vert | 16 +++ |
| src/glsl/convolution.frag | 21 +++ |
| src/glsl/simplex-noise.glsl | 279 ++++++++++++++++++++++++++++++++++++++++ |
| src/glsl/skinning.vert | 24 ++++ |
| src/perf/glslstateschange1.frag | 19 +++ |
| src/perf/glslstateschange1.vert | 14 ++ |
| src/perf/glslstateschange2.frag | 17 +++ |
| src/perf/glslstateschange2.vert | 14 ++ |
| src/vpglsl/infinite-loop.glsl | 8 ++ |
| 13 files changed, 501 insertions(+) |
| create mode 100644 src/fpglsl/depth-read.glsl |
| create mode 100644 src/fpglsl/infinite-loop.glsl |
| create mode 100644 src/glsl/CH11-bumpmaptex.frag |
| create mode 100644 src/glsl/blinking-teapot.frag |
| create mode 100644 src/glsl/blinking-teapot.vert |
| create mode 100644 src/glsl/convolution.frag |
| create mode 100644 src/glsl/simplex-noise.glsl |
| create mode 100644 src/glsl/skinning.vert |
| create mode 100644 src/perf/glslstateschange1.frag |
| create mode 100644 src/perf/glslstateschange1.vert |
| create mode 100644 src/perf/glslstateschange2.frag |
| create mode 100644 src/perf/glslstateschange2.vert |
| create mode 100644 src/vpglsl/infinite-loop.glsl |
| |
| diff --git a/src/fpglsl/depth-read.glsl b/src/fpglsl/depth-read.glsl |
| new file mode 100644 |
| index 0000000..86d298e |
| --- /dev/null |
| +++ b/src/fpglsl/depth-read.glsl |
| @@ -0,0 +1,4 @@ |
| +void main() |
| +{ |
| + gl_FragColor = gl_FragCoord.zzzz; |
| +} |
| diff --git a/src/fpglsl/infinite-loop.glsl b/src/fpglsl/infinite-loop.glsl |
| new file mode 100644 |
| index 0000000..c6dc6ee |
| --- /dev/null |
| +++ b/src/fpglsl/infinite-loop.glsl |
| @@ -0,0 +1,7 @@ |
| +void main() { |
| + vec4 sum = vec4(0); |
| + for (int i = 1; i != 2; i += 2) { |
| + sum += vec4(0.1, 0.1, 0.1, 0.1); |
| + } |
| + gl_FragColor = sum; |
| +} |
| diff --git a/src/glsl/CH11-bumpmaptex.frag b/src/glsl/CH11-bumpmaptex.frag |
| new file mode 100644 |
| index 0000000..b5dabb4 |
| --- /dev/null |
| +++ b/src/glsl/CH11-bumpmaptex.frag |
| @@ -0,0 +1,47 @@ |
| +// |
| +// Fragment shader for procedural bumps |
| +// |
| +// Authors: John Kessenich, Randi Rost |
| +// |
| +// Copyright (c) 2002-2006 3Dlabs Inc. Ltd. |
| +// |
| +// See 3Dlabs-License.txt for license information |
| +// |
| +// Texture mapping/modulation added by Brian Paul |
| +// |
| + |
| +varying vec3 LightDir; |
| +varying vec3 EyeDir; |
| + |
| +uniform float BumpDensity; // = 16.0 |
| +uniform float BumpSize; // = 0.15 |
| +uniform float SpecularFactor; // = 0.5 |
| + |
| +uniform sampler2D Tex; |
| + |
| +void main() |
| +{ |
| + vec3 ambient = vec3(0.25); |
| + vec3 litColor; |
| + vec2 c = BumpDensity * gl_TexCoord[0].st; |
| + vec2 p = fract(c) - vec2(0.5); |
| + |
| + float d, f; |
| + d = p.x * p.x + p.y * p.y; |
| + f = inversesqrt(d + 1.0); |
| + |
| + if (d >= BumpSize) |
| + { p = vec2(0.0); f = 1.0; } |
| + |
| + vec3 SurfaceColor = texture2D(Tex, gl_TexCoord[0].st).xyz; |
| + |
| + vec3 normDelta = vec3(p.x, p.y, 1.0) * f; |
| + litColor = SurfaceColor * (ambient + max(dot(normDelta, LightDir), 0.0)); |
| + vec3 reflectDir = reflect(LightDir, normDelta); |
| + |
| + float spec = max(dot(EyeDir, reflectDir), 0.0); |
| + spec *= SpecularFactor; |
| + litColor = min(litColor + spec, vec3(1.0)); |
| + |
| + gl_FragColor = vec4(litColor, 1.0); |
| +} |
| diff --git a/src/glsl/blinking-teapot.frag b/src/glsl/blinking-teapot.frag |
| new file mode 100644 |
| index 0000000..0db060b |
| --- /dev/null |
| +++ b/src/glsl/blinking-teapot.frag |
| @@ -0,0 +1,31 @@ |
| +#extension GL_ARB_uniform_buffer_object : enable |
| + |
| +layout(std140) uniform colors0 |
| +{ |
| + float DiffuseCool; |
| + float DiffuseWarm; |
| + vec3 SurfaceColor; |
| + vec3 WarmColor; |
| + vec3 CoolColor; |
| + vec4 some[8]; |
| +}; |
| + |
| +varying float NdotL; |
| +varying vec3 ReflectVec; |
| +varying vec3 ViewVec; |
| + |
| +void main (void) |
| +{ |
| + |
| + vec3 kcool = min(CoolColor + DiffuseCool * SurfaceColor, 1.0); |
| + vec3 kwarm = min(WarmColor + DiffuseWarm * SurfaceColor, 1.0); |
| + vec3 kfinal = mix(kcool, kwarm, NdotL); |
| + |
| + vec3 nreflect = normalize(ReflectVec); |
| + vec3 nview = normalize(ViewVec); |
| + |
| + float spec = max(dot(nreflect, nview), 0.0); |
| + spec = pow(spec, 32.0); |
| + |
| + gl_FragColor = vec4 (min(kfinal + spec, 1.0), 1.0); |
| +} |
| diff --git a/src/glsl/blinking-teapot.vert b/src/glsl/blinking-teapot.vert |
| new file mode 100644 |
| index 0000000..397d733 |
| --- /dev/null |
| +++ b/src/glsl/blinking-teapot.vert |
| @@ -0,0 +1,16 @@ |
| +vec3 LightPosition = vec3(0.0, 10.0, 4.0); |
| + |
| +varying float NdotL; |
| +varying vec3 ReflectVec; |
| +varying vec3 ViewVec; |
| + |
| +void main(void) |
| +{ |
| + vec3 ecPos = vec3 (gl_ModelViewMatrix * gl_Vertex); |
| + vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal); |
| + vec3 lightVec = normalize(LightPosition - ecPos); |
| + ReflectVec = normalize(reflect(-lightVec, tnorm)); |
| + ViewVec = normalize(-ecPos); |
| + NdotL = (dot(lightVec, tnorm) + 1.0) * 0.5; |
| + gl_Position = ftransform(); |
| +} |
| diff --git a/src/glsl/convolution.frag b/src/glsl/convolution.frag |
| new file mode 100644 |
| index 0000000..e49b8ac |
| --- /dev/null |
| +++ b/src/glsl/convolution.frag |
| @@ -0,0 +1,21 @@ |
| + |
| +const int KernelSize = 9; |
| + |
| +//texture offsets |
| +uniform vec2 Offset[KernelSize]; |
| +//convolution kernel |
| +uniform vec4 KernelValue[KernelSize]; |
| +uniform sampler2D srcTex; |
| +uniform vec4 ScaleFactor; |
| +uniform vec4 BaseColor; |
| + |
| +void main(void) |
| +{ |
| + int i; |
| + vec4 sum = vec4(0.0); |
| + for (i = 0; i < KernelSize; ++i) { |
| + vec4 tmp = texture2D(srcTex, gl_TexCoord[0].st + Offset[i]); |
| + sum += tmp * KernelValue[i]; |
| + } |
| + gl_FragColor = sum * ScaleFactor + BaseColor; |
| +} |
| diff --git a/src/glsl/simplex-noise.glsl b/src/glsl/simplex-noise.glsl |
| new file mode 100644 |
| index 0000000..b6833cb |
| --- /dev/null |
| +++ b/src/glsl/simplex-noise.glsl |
| @@ -0,0 +1,279 @@ |
| +// |
| +// Description : Array and textureless GLSL 2D/3D/4D simplex |
| +// noise functions. |
| +// Author : Ian McEwan, Ashima Arts. |
| +// Maintainer : ijm |
| +// Lastmod : 20110223 |
| +// License : Copyright (C) 2011 Ashima Arts. All rights reserved. |
| +// Distributed under the Artistic License 2.0; See LICENCE file. |
| +// |
| + |
| +#define NORMALIZE_GRADIENTS |
| +#undef USE_CIRCLE |
| +#define COLLAPSE_SORTNET |
| + |
| +float permute(float x0,vec3 p) { |
| + float x1 = mod(x0 * p.y, p.x); |
| + return floor( mod( (x1 + p.z) *x0, p.x )); |
| + } |
| +vec2 permute(vec2 x0,vec3 p) { |
| + vec2 x1 = mod(x0 * p.y, p.x); |
| + return floor( mod( (x1 + p.z) *x0, p.x )); |
| + } |
| +vec3 permute(vec3 x0,vec3 p) { |
| + vec3 x1 = mod(x0 * p.y, p.x); |
| + return floor( mod( (x1 + p.z) *x0, p.x )); |
| + } |
| +vec4 permute(vec4 x0,vec3 p) { |
| + vec4 x1 = mod(x0 * p.y, p.x); |
| + return floor( mod( (x1 + p.z) *x0, p.x )); |
| + } |
| + |
| +uniform vec4 pParam; |
| +// Example |
| +// const vec4 pParam = vec4( 17.* 17., 34., 1., 7.); |
| + |
| +float taylorInvSqrt(float r) |
| + { |
| + return ( 0.83666002653408 + 0.7*0.85373472095314 - 0.85373472095314 * r ); |
| + } |
| + |
| +float simplexNoise2(vec2 v) |
| + { |
| + const vec2 C = vec2(0.211324865405187134, // (3.0-sqrt(3.0))/6.; |
| + 0.366025403784438597); // 0.5*(sqrt(3.0)-1.); |
| + const vec3 D = vec3( 0., 0.5, 2.0) * 3.14159265358979312; |
| +// First corner |
| + vec2 i = floor(v + dot(v, C.yy) ); |
| + vec2 x0 = v - i + dot(i, C.xx); |
| + |
| +// Other corners |
| + vec2 i1 = (x0.x > x0.y) ? vec2(1.,0.) : vec2(0.,1.) ; |
| + |
| + // x0 = x0 - 0. + 0. * C |
| + vec2 x1 = x0 - i1 + 1. * C.xx ; |
| + vec2 x2 = x0 - 1. + 2. * C.xx ; |
| + |
| +// Permutations |
| + i = mod(i, pParam.x); |
| + vec3 p = permute( permute( |
| + i.y + vec3(0., i1.y, 1. ), pParam.xyz) |
| + + i.x + vec3(0., i1.x, 1. ), pParam.xyz); |
| + |
| +#ifndef USE_CIRCLE |
| +// ( N points uniformly over a line, mapped onto a diamond.) |
| + vec3 x = fract(p / pParam.w) ; |
| + vec3 h = 0.5 - abs(x) ; |
| + |
| + vec3 sx = vec3(lessThan(x,D.xxx)) *2. -1.; |
| + vec3 sh = vec3(lessThan(h,D.xxx)); |
| + |
| + vec3 a0 = x + sx*sh; |
| + vec2 p0 = vec2(a0.x,h.x); |
| + vec2 p1 = vec2(a0.y,h.y); |
| + vec2 p2 = vec2(a0.z,h.z); |
| + |
| +#ifdef NORMALISE_GRADIENTS |
| + p0 *= taylorInvSqrt(dot(p0,p0)); |
| + p1 *= taylorInvSqrt(dot(p1,p1)); |
| + p2 *= taylorInvSqrt(dot(p2,p2)); |
| +#endif |
| + |
| + vec3 g = 2.0 * vec3( dot(p0, x0), dot(p1, x1), dot(p2, x2) ); |
| +#else |
| +// N points around a unit circle. |
| + vec3 phi = D.z * mod(p,pParam.w) /pParam.w ; |
| + vec4 a0 = sin(phi.xxyy+D.xyxy); |
| + vec2 a1 = sin(phi.zz +D.xy); |
| + vec3 g = vec3( dot(a0.xy, x0), dot(a0.zw, x1), dot(a1.xy, x2) ); |
| +#endif |
| +// mix |
| + vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.); |
| + m = m*m ; |
| + return 1.66666* 70.*dot(m*m, g); |
| + } |
| + |
| +float simplexNoise3(vec3 v) |
| + { |
| + const vec2 C = vec2(1./6. , 1./3. ) ; |
| + const vec4 D = vec4(0., 0.5, 1.0, 2.0); |
| + |
| +// First corner |
| + vec3 i = floor(v + dot(v, C.yyy) ); |
| + vec3 x0 = v - i + dot(i, C.xxx) ; |
| + |
| +// Other corners |
| +#ifdef COLLAPSE_SORTNET |
| + vec3 g = vec3( greaterThan( x0.xyz, x0.yzx) ); |
| + vec3 l = vec3( lessThanEqual( x0.xyz, x0.yzx) ); |
| + |
| + vec3 i1 = g.xyz * l.zxy; |
| + vec3 i2 = max( g.xyz, l.zxy); |
| +#else |
| +// Keeping this clean - let the compiler optimize. |
| + vec3 q1; |
| + q1.x = max(x0.x, x0.y); |
| + q1.y = min(x0.x, x0.y); |
| + q1.z = x0.z; |
| + |
| + vec3 q2; |
| + q2.x = max(q1.x,q1.z); |
| + q2.z = min(q1.x,q1.z); |
| + q2.y = q1.y; |
| + |
| + vec3 q3; |
| + q3.y = max(q2.y, q2.z); |
| + q3.z = min(q2.y, q2.z); |
| + q3.x = q2.x; |
| + |
| + vec3 i1 = vec3(equal(q3.xxx, x0)); |
| + vec3 i2 = i1 + vec3(equal(q3.yyy, x0)); |
| +#endif |
| + |
| + // x0 = x0 - 0. + 0. * C |
| + vec3 x1 = x0 - i1 + 1. * C.xxx; |
| + vec3 x2 = x0 - i2 + 2. * C.xxx; |
| + vec3 x3 = x0 - 1. + 3. * C.xxx; |
| + |
| +// Permutations |
| + i = mod(i, pParam.x ); |
| + vec4 p = permute( permute( permute( |
| + i.z + vec4(0., i1.z, i2.z, 1. ), pParam.xyz) |
| + + i.y + vec4(0., i1.y, i2.y, 1. ), pParam.xyz) |
| + + i.x + vec4(0., i1.x, i2.x, 1. ), pParam.xyz); |
| + |
| +// Gradients |
| +// ( N*N points uniformly over a square, mapped onto a octohedron.) |
| + float n_ = 1.0/pParam.w ; |
| + vec3 ns = n_ * D.wyz - D.xzx ; |
| + |
| + vec4 j = p - pParam.w*pParam.w*floor(p * ns.z *ns.z); // mod(p,N*N) |
| + |
| + vec4 x_ = floor(j * ns.z) ; |
| + vec4 y_ = floor(j - pParam.w * x_ ) ; // mod(j,N) |
| + |
| + vec4 x = x_ *ns.x + ns.yyyy; |
| + vec4 y = y_ *ns.x + ns.yyyy; |
| + vec4 h = 1. - abs(x) - abs(y); |
| + |
| + vec4 b0 = vec4( x.xy, y.xy ); |
| + vec4 b1 = vec4( x.zw, y.zw ); |
| + |
| + vec4 s0 = vec4(lessThan(b0,D.xxxx)) *2. -1.; |
| + vec4 s1 = vec4(lessThan(b1,D.xxxx)) *2. -1.; |
| + vec4 sh = vec4(lessThan(h, D.xxxx)); |
| + |
| + vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; |
| + vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; |
| + |
| + vec3 p0 = vec3(a0.xy,h.x); |
| + vec3 p1 = vec3(a0.zw,h.y); |
| + vec3 p2 = vec3(a1.xy,h.z); |
| + vec3 p3 = vec3(a1.zw,h.w); |
| + |
| +#ifdef NORMALISE_GRADIENTS |
| + p0 *= taylorInvSqrt(dot(p0,p0)); |
| + p1 *= taylorInvSqrt(dot(p1,p1)); |
| + p2 *= taylorInvSqrt(dot(p2,p2)); |
| + p3 *= taylorInvSqrt(dot(p3,p3)); |
| +#endif |
| + |
| +// Mix |
| + vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.); |
| + m = m * m; |
| +//used to be 64. |
| + return 48.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), |
| + dot(p2,x2), dot(p3,x3) ) ); |
| + } |
| + |
| +vec4 grad4(float j, vec4 ip) |
| + { |
| + const vec4 ones = vec4(1.,1.,1.,-1.); |
| + vec4 p,s; |
| + |
| + p.xyz = floor( fract (vec3(j) * ip.xyz) *pParam.w) * ip.z -1.0; |
| + p.w = 1.5 - dot(abs(p.xyz), ones.xyz); |
| + s = vec4(lessThan(p,vec4(0.))); |
| + p.xyz = p.xyz + (s.xyz*2.-1.) * s.www; |
| + |
| + return p; |
| + } |
| + |
| +float simplexNoise4(vec4 v) |
| + { |
| + const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4 |
| + 0.309016994374947451); // (sqrt(5) - 1)/4 F4 |
| +// First corner |
| + vec4 i = floor(v + dot(v, C.yyyy) ); |
| + vec4 x0 = v - i + dot(i, C.xxxx); |
| + |
| +// Other corners |
| + |
| +// Force existance of strict total ordering in sort. |
| + vec4 q0 = floor(x0 * 1024.0) + vec4( 0., 1./4., 2./4. , 3./4.); |
| + vec4 q1; |
| + q1.xy = max(q0.xy,q0.zw); // x:z y:w |
| + q1.zw = min(q0.xy,q0.zw); |
| + |
| + vec4 q2; |
| + q2.xz = max(q1.xz,q1.yw); // x:y z:w |
| + q2.yw = min(q1.xz,q1.yw); |
| + |
| + vec4 q3; |
| + q3.y = max(q2.y,q2.z); // y:z |
| + q3.z = min(q2.y,q2.z); |
| + q3.xw = q2.xw; |
| + |
| + vec4 i1 = vec4(lessThanEqual(q3.xxxx, q0)); |
| + vec4 i2 = vec4(lessThanEqual(q3.yyyy, q0)); |
| + vec4 i3 = vec4(lessThanEqual(q3.zzzz, q0)); |
| + |
| + // x0 = x0 - 0. + 0. * C |
| + vec4 x1 = x0 - i1 + 1. * C.xxxx; |
| + vec4 x2 = x0 - i2 + 2. * C.xxxx; |
| + vec4 x3 = x0 - i3 + 3. * C.xxxx; |
| + vec4 x4 = x0 - 1. + 4. * C.xxxx; |
| + |
| +// Permutations |
| + i = mod(i, pParam.x ); |
| + float j0 = permute( permute( permute( permute ( |
| + i.w, pParam.xyz) + i.z, pParam.xyz) |
| + + i.y, pParam.xyz) + i.x, pParam.xyz); |
| + vec4 j1 = permute( permute( permute( permute ( |
| + i.w + vec4(i1.w, i2.w, i3.w, 1. ), pParam.xyz) |
| + + i.z + vec4(i1.z, i2.z, i3.z, 1. ), pParam.xyz) |
| + + i.y + vec4(i1.y, i2.y, i3.y, 1. ), pParam.xyz) |
| + + i.x + vec4(i1.x, i2.x, i3.x, 1. ), pParam.xyz); |
| +// Gradients |
| +// ( N*N*N points uniformly over a cube, mapped onto a 4-octohedron.) |
| + vec4 ip = pParam ; |
| + ip.xy *= pParam.w ; |
| + ip.x *= pParam.w ; |
| + ip = vec4(1.,1.,1.,2.) / ip ; |
| + |
| + vec4 p0 = grad4(j0, ip); |
| + vec4 p1 = grad4(j1.x, ip); |
| + vec4 p2 = grad4(j1.y, ip); |
| + vec4 p3 = grad4(j1.z, ip); |
| + vec4 p4 = grad4(j1.w, ip); |
| + |
| +#ifdef NORMALISE_GRADIENTS |
| + p0 *= taylorInvSqrt(dot(p0,p0)); |
| + p1 *= taylorInvSqrt(dot(p1,p1)); |
| + p2 *= taylorInvSqrt(dot(p2,p2)); |
| + p3 *= taylorInvSqrt(dot(p3,p3)); |
| + p4 *= taylorInvSqrt(dot(p4,p4)); |
| +#endif |
| + |
| +// Mix |
| + vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.); |
| + vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.); |
| + m0 = m0 * m0; |
| + m1 = m1 * m1; |
| + return 32. * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ))) |
| + + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ; |
| + |
| + } |
| + |
| + |
| + |
| diff --git a/src/glsl/skinning.vert b/src/glsl/skinning.vert |
| new file mode 100644 |
| index 0000000..28970ee |
| --- /dev/null |
| +++ b/src/glsl/skinning.vert |
| @@ -0,0 +1,24 @@ |
| +// Vertex weighting/blendin shader |
| +// Brian Paul |
| +// 4 Nov 2008 |
| + |
| +uniform mat4 mat0, mat1; |
| +attribute float weight; |
| + |
| +void main() |
| +{ |
| + // simple diffuse shading |
| + // Note that we should really transform the normal vector along with |
| + // the postion below... someday. |
| + vec3 lightVec = vec3(0, 0, 1); |
| + vec3 norm = gl_NormalMatrix * gl_Normal; |
| + float dot = 0.2 + max(0.0, dot(norm, lightVec)); |
| + gl_FrontColor = vec4(dot); |
| + |
| + // compute sum of weighted transformations |
| + vec4 pos0 = mat0 * gl_Vertex; |
| + vec4 pos1 = mat1 * gl_Vertex; |
| + vec4 pos = mix(pos0, pos1, weight); |
| + |
| + gl_Position = gl_ModelViewProjectionMatrix * pos; |
| +} |
| diff --git a/src/perf/glslstateschange1.frag b/src/perf/glslstateschange1.frag |
| new file mode 100644 |
| index 0000000..0839436 |
| --- /dev/null |
| +++ b/src/perf/glslstateschange1.frag |
| @@ -0,0 +1,19 @@ |
| +// Multi-texture fragment shader |
| +// Brian Paul |
| + |
| +// Composite second texture over first. |
| +// We're assuming the 2nd texture has a meaningful alpha channel. |
| + |
| +uniform sampler2D tex1; |
| +uniform sampler2D tex2; |
| +uniform vec4 UniV1; |
| +uniform vec4 UniV2; |
| + |
| +void main() |
| +{ |
| + vec4 t3; |
| + vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy); |
| + vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy); |
| + t3 = mix(t1, t2, t2.w); |
| + gl_FragColor = t3 + UniV1 + UniV2; |
| +} |
| diff --git a/src/perf/glslstateschange1.vert b/src/perf/glslstateschange1.vert |
| new file mode 100644 |
| index 0000000..cef50db |
| --- /dev/null |
| +++ b/src/perf/glslstateschange1.vert |
| @@ -0,0 +1,14 @@ |
| +// Multi-texture vertex shader |
| +// Brian Paul |
| + |
| + |
| +attribute vec4 TexCoord0, TexCoord1; |
| +attribute vec4 VertCoord; |
| + |
| +void main() |
| +{ |
| + gl_TexCoord[0] = TexCoord0; |
| + gl_TexCoord[1] = TexCoord1; |
| + // note: may use gl_Vertex or VertCoord here for testing: |
| + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; |
| +} |
| diff --git a/src/perf/glslstateschange2.frag b/src/perf/glslstateschange2.frag |
| new file mode 100644 |
| index 0000000..0df0319 |
| --- /dev/null |
| +++ b/src/perf/glslstateschange2.frag |
| @@ -0,0 +1,17 @@ |
| +// Multi-texture fragment shader |
| +// Brian Paul |
| + |
| +// Composite second texture over first. |
| +// We're assuming the 2nd texture has a meaningful alpha channel. |
| + |
| +uniform sampler2D tex1; |
| +uniform sampler2D tex2; |
| +uniform vec4 UniV1; |
| +uniform vec4 UniV2; |
| + |
| +void main() |
| +{ |
| + vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy); |
| + vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy); |
| + gl_FragColor = t1 + t2 + UniV1 + UniV2; |
| +} |
| diff --git a/src/perf/glslstateschange2.vert b/src/perf/glslstateschange2.vert |
| new file mode 100644 |
| index 0000000..cef50db |
| --- /dev/null |
| +++ b/src/perf/glslstateschange2.vert |
| @@ -0,0 +1,14 @@ |
| +// Multi-texture vertex shader |
| +// Brian Paul |
| + |
| + |
| +attribute vec4 TexCoord0, TexCoord1; |
| +attribute vec4 VertCoord; |
| + |
| +void main() |
| +{ |
| + gl_TexCoord[0] = TexCoord0; |
| + gl_TexCoord[1] = TexCoord1; |
| + // note: may use gl_Vertex or VertCoord here for testing: |
| + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; |
| +} |
| diff --git a/src/vpglsl/infinite-loop.glsl b/src/vpglsl/infinite-loop.glsl |
| new file mode 100644 |
| index 0000000..bc7ae4b |
| --- /dev/null |
| +++ b/src/vpglsl/infinite-loop.glsl |
| @@ -0,0 +1,8 @@ |
| +void main() { |
| + gl_Position = gl_Vertex; |
| + vec4 sum = vec4(0); |
| + for (int i = 1; i != 2; i += 2) { |
| + sum += vec4(0.1, 0.1, 0.1, 0.1); |
| + } |
| + gl_FrontColor = sum; |
| +} |
| -- |
| 2.0.0 |
| |