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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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