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1 <!-- | 1 <!-- |
2 Copyright 2009, Google Inc. | 2 Copyright 2009, Google Inc. |
3 All rights reserved. | 3 All rights reserved. |
4 | 4 |
5 Redistribution and use in source and binary forms, with or without | 5 Redistribution and use in source and binary forms, with or without |
6 modification, are permitted provided that the following conditions are | 6 modification, are permitted provided that the following conditions are |
7 met: | 7 met: |
8 | 8 |
9 * Redistributions of source code must retain the above copyright | 9 * Redistributions of source code must retain the above copyright |
10 notice, this list of conditions and the following disclaimer. | 10 notice, this list of conditions and the following disclaimer. |
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178 // borderColor = Float4(0, 0, 0, 0) | 178 // borderColor = Float4(0, 0, 0, 0) |
179 // maxAnisotropy = 1 | 179 // maxAnisotropy = 1 |
180 | 180 |
181 // Rotates quad and uses anisotropic filtering. | 181 // Rotates quad and uses anisotropic filtering. |
182 transforms[1].rotateZ(-Math.PI / 2.5); | 182 transforms[1].rotateZ(-Math.PI / 2.5); |
183 samplers[1].addressModeU = g_o3d.Sampler.WRAP; | 183 samplers[1].addressModeU = g_o3d.Sampler.WRAP; |
184 samplers[1].addressModeV = g_o3d.Sampler.WRAP; | 184 samplers[1].addressModeV = g_o3d.Sampler.WRAP; |
185 samplers[1].minFilter = g_o3d.Sampler.ANISOTROPIC; | 185 samplers[1].minFilter = g_o3d.Sampler.ANISOTROPIC; |
186 samplers[1].maxAnisotropy = 4; | 186 samplers[1].maxAnisotropy = 4; |
187 | 187 |
188 // Uses BORDER addressing mode with a red border. | 188 // Note: BORDER addressing is not supported in WebGL. |
189 samplers[2].addressModeU = g_o3d.Sampler.BORDER; | 189 //samplers[2].addressModeU = g_o3d.Sampler.BORDER; |
190 samplers[2].addressModeV = g_o3d.Sampler.BORDER; | 190 //samplers[2].addressModeV = g_o3d.Sampler.BORDER; |
191 samplers[2].borderColor = [1, 0, 0, 1]; | 191 //samplers[2].borderColor = [1, 0, 0, 1]; |
192 | 192 |
193 // Uses POINT sampling for minification. | 193 // Uses POINT sampling for minification. |
194 samplers[3].addressModeU = g_o3d.Sampler.WRAP; | 194 samplers[3].addressModeU = g_o3d.Sampler.WRAP; |
195 samplers[3].addressModeV = g_o3d.Sampler.WRAP; | 195 samplers[3].addressModeV = g_o3d.Sampler.WRAP; |
196 samplers[3].minFilter = g_o3d.Sampler.POINT; | 196 samplers[3].minFilter = g_o3d.Sampler.POINT; |
197 | 197 |
198 // Rotates quad and uses default (linear) filtering. | 198 // Rotates quad and uses default (linear) filtering. |
199 // Compare results to quad #1. | 199 // Compare results to quad #1. |
200 transforms[4].rotateZ(-Math.PI / 2.5); | 200 transforms[4].rotateZ(-Math.PI / 2.5); |
201 samplers[4].addressModeU = g_o3d.Sampler.WRAP; | 201 samplers[4].addressModeU = g_o3d.Sampler.WRAP; |
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263 | 263 |
264 /* Given the texture coordinates, our pixel shader grabs the corresponding | 264 /* Given the texture coordinates, our pixel shader grabs the corresponding |
265 * color from the texture. | 265 * color from the texture. |
266 */ | 266 */ |
267 void main() { | 267 void main() { |
268 gl_FragColor = texture2D(texSampler, texCoord); | 268 gl_FragColor = texture2D(texSampler, texCoord); |
269 } | 269 } |
270 </textarea> | 270 </textarea> |
271 </body> | 271 </body> |
272 </html> | 272 </html> |
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