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Unified Diff: third_party/gles_book_examples/Chapter_13/Noise3D/Noise3D.rfx

Issue 543002: Renamed gles_book_examples to gles2_book to make it shorter and more correct.... (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: Created 10 years, 11 months ago
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Index: third_party/gles_book_examples/Chapter_13/Noise3D/Noise3D.rfx
===================================================================
--- third_party/gles_book_examples/Chapter_13/Noise3D/Noise3D.rfx (revision 35873)
+++ third_party/gles_book_examples/Chapter_13/Noise3D/Noise3D.rfx (working copy)
@@ -1,1171 +0,0 @@
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- <RmModelReference NAME="SkyDome" API=""/>
- <RmRenderStateBlock NAME="Render State" API="OpenGL ES">
- <RmState NAME="GL_FrontFace" API="OpenGL ES" STATE="7" VALUE="2" USAGE="RENDER_STATE"/>
- </RmRenderStateBlock>
- <RmGLESShader NAME="Vertex Program" API="OpenGL ES" PIXEL_SHADER="FALSE"><RmShaderCode TYPE="TEXT"><![CDATA[
-uniform mat4 u_matViewProjection;
-attribute vec4 a_vertex;
-void main(void)
-{
- gl_Position = u_matViewProjection * a_vertex;
-}]]></RmShaderCode></RmGLESShader>
- <RmGLESShader NAME="Fragment Program" API="OpenGL ES" PIXEL_SHADER="TRUE"><RmShaderCode TYPE="TEXT"><![CDATA[
-#ifdef GL_FRAGMENT_PRECISION_HIGH
- // Default precision
- precision highp float;
-#else
- precision mediump float;
-#endif
-
-uniform vec4 u_fogColor;
-
-void main(void)
-{
- gl_FragColor = u_fogColor;
-}]]></RmShaderCode></RmGLESShader>
- <RmStreamMapReference NAME="Stream Mapping" API=""/>
- <RmShaderConstant NAME="u_fogColor" API="" REGISTER="-1"/>
- <RmShaderConstant NAME="u_matViewProjection" API="" REGISTER="-1"/>
- </RmGLESPass>
- <RmGLESPass NAME="Terrain" API="OpenGL ES" PASS_INDEX="1" ENABLED="TRUE">
- <RmCameraReference NAME="Camera" API="" USE_ACTIVE_CAMERA="FALSE"/>
- <RmModelReference NAME="Model" API=""/>
- <RmRenderStateBlock NAME="Render State" API="OpenGL ES">
- <RmState NAME="GL_FrontFace" API="OpenGL ES" STATE="7" VALUE="1" USAGE="RENDER_STATE"/>
- </RmRenderStateBlock>
- <RmGLESShader NAME="Vertex Program" API="OpenGL ES" PIXEL_SHADER="FALSE"><RmShaderCode TYPE="TEXT"><![CDATA[
-uniform mat4 u_matViewProjection;
-uniform mat4 u_matView;
-uniform vec4 u_eyePos;
-
-attribute vec4 a_vertex;
-attribute vec2 a_texCoord;
-
-varying vec2 v_texCoord;
-varying float v_eyeDist;
-
-void main( void )
-{
- // Transform vertex to view-space
- vec4 vViewPos = u_matView * a_vertex;
-
- // Compute the distance to eye
- v_eyeDist = sqrt( (vViewPos.x - u_eyePos.x) *
- (vViewPos.x - u_eyePos.x) +
- (vViewPos.y - u_eyePos.y) *
- (vViewPos.y - u_eyePos.y) +
- (vViewPos.z - u_eyePos.z) *
- (vViewPos.z - u_eyePos.z) );
-
- gl_Position = u_matViewProjection * a_vertex;
- v_texCoord = a_texCoord.xy;
-}]]></RmShaderCode></RmGLESShader>
- <RmGLESShader NAME="Fragment Program" API="OpenGL ES" PIXEL_SHADER="TRUE"><RmShaderCode TYPE="TEXT"><![CDATA[
-#extension GL_OES_texture_3D : enable
-precision mediump float;
-
-uniform vec4 u_fogColor;
-uniform float u_fogMaxDist;
-uniform float u_fogMinDist;
-uniform float u_time;
-uniform sampler2D baseMap;
-uniform sampler3D noiseVolume;
-
-varying vec2 v_texCoord;
-varying float v_eyeDist;
-
-float computeLinearFogFactor()
-{
- float factor;
-
- // Compute linear fog equation
- factor = (u_fogMaxDist - v_eyeDist) /
- (u_fogMaxDist - u_fogMinDist );
-
- return factor;
-}
-
-void main( void )
-{
- float fogFactor = computeLinearFogFactor();
- vec4 baseColor = texture2D( baseMap, v_texCoord );
-
- // Distort fog factor by noise
- vec3 noiseCoord;
- noiseCoord.xy = v_texCoord.xy - ( u_time * 0.1 );
- noiseCoord.z = u_time * 0.1;
-
- fogFactor += texture3D( noiseVolume, noiseCoord ).r;
- fogFactor = clamp ( fogFactor, 0.0, 1.0 );
-
- // Compute final color as a lerp with fog factor
- gl_FragColor = baseColor * fogFactor +
- u_fogColor * (1.0 - fogFactor);
-}]]></RmShaderCode></RmGLESShader>
- <RmStreamMapReference NAME="Stream Mapping" API=""/>
- <RmTextureObject NAME="baseMap" API="OpenGL ES" STATE_INDEX="0" VERTEX_TEXTURE="FALSE">
- <RmTextureReference NAME="base" API=""/>
- <RmState NAME="GL_TextureMinify" API="OpenGL ES" STATE="4" VALUE="6" USAGE="SAMPLER_STATE"/>
- <RmState NAME="GL_TextureMagnify" API="OpenGL ES" STATE="5" VALUE="1" USAGE="SAMPLER_STATE"/>
- </RmTextureObject>
- <RmTextureObject NAME="noiseVolume" API="OpenGL ES" STATE_INDEX="1" VERTEX_TEXTURE="FALSE">
- <RmTextureReference NAME="NoiseVolume" API=""/>
- </RmTextureObject>
- <RmSampler NAME="baseMap" API="" REGISTER="-1"/>
- <RmSampler NAME="noiseVolume" API="" REGISTER="-1"/>
- <RmShaderConstant NAME="u_fogMaxDist" API="" REGISTER="-1"/>
- <RmShaderConstant NAME="u_fogMinDist" API="" REGISTER="-1"/>
- <RmShaderConstant NAME="u_matView" API="" REGISTER="-1"/>
- <RmShaderConstant NAME="u_matViewProjection" API="" REGISTER="-1"/>
- <RmShaderConstant NAME="u_time" API="" REGISTER="-1"/>
- <RmShaderConstant NAME="u_eyePos" API="" REGISTER="-1"/>
- <RmShaderConstant NAME="u_fogColor" API="" REGISTER="-1"/>
- </RmGLESPass>
- </RmOpenGLESEffect>
- </RmEffectWorkspace>
-</RENDER_MONKEY>

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