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Unified Diff: third_party/gles_book_examples/Chapter_13/ProjectiveSpotlight/ProjectiveSpotlight.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/ProjectiveSpotlight/ProjectiveSpotlight.rfx
===================================================================
--- third_party/gles_book_examples/Chapter_13/ProjectiveSpotlight/ProjectiveSpotlight.rfx (revision 35873)
+++ third_party/gles_book_examples/Chapter_13/ProjectiveSpotlight/ProjectiveSpotlight.rfx (working copy)
@@ -1,1133 +0,0 @@
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- <RmStreamChannel NAME="Position_0" API="" DATA_SIZE="12" DATA_TYPE="2" REGISTER="0" USAGE="0" USAGE_INDEX="0" ATTRIBUTE_NAME="a_vertex"/>
- <RmStreamChannel NAME="TexCoord_0" API="" DATA_SIZE="8" DATA_TYPE="1" REGISTER="0" USAGE="5" USAGE_INDEX="0" ATTRIBUTE_NAME="a_texCoord0"/>
- <RmStreamChannel NAME="Normal_0" API="" DATA_SIZE="12" DATA_TYPE="2" REGISTER="0" USAGE="3" USAGE_INDEX="0" ATTRIBUTE_NAME="a_normal"/>
- </RmStream>
- </RmStreamMap>
- <RmModelData NAME="Terrrain" API="" FILE_NAME=".\Terrain.3ds" ORIENTATION="0"/>
- <RmGLESPass NAME="Render Object" API="OpenGL ES" PASS_INDEX="0" ENABLED="TRUE">
- <RmCameraReference NAME="Camera" API="" USE_ACTIVE_CAMERA="FALSE"/>
- <RmModelReference NAME="Terrrain" API=""/>
- <RmGLESShader NAME="Fragment Program" API="OpenGL ES" PIXEL_SHADER="TRUE"><RmShaderCode TYPE="TEXT"><![CDATA[
-precision mediump float;
-
-uniform sampler2D baseMap;
-uniform sampler2D spotLight;
-varying vec2 v_texCoord;
-varying vec3 v_projTexCoord;
-varying vec3 v_normal;
-varying vec3 v_lightDir;
-
-
-void main( void )
-{
- // Projective fetch of spotlight
- vec4 spotLightColor = texture2DProj( spotLight, v_projTexCoord );
-
- // Basemap
- vec4 baseColor = texture2D( baseMap, v_texCoord );
-
- // Compute N.L
- float nDotL = max( 0.0, -dot( v_normal, v_lightDir ) );
-
- gl_FragColor = spotLightColor * baseColor * 2.0 * nDotL;
-
-}]]></RmShaderCode></RmGLESShader>
- <RmGLESShader NAME="Vertex Program" API="OpenGL ES" PIXEL_SHADER="FALSE"><RmShaderCode TYPE="TEXT"><![CDATA[
-uniform float u_time_0_X;
-uniform mat4 u_matProjection;
-uniform mat4 u_matViewProjection;
-attribute vec4 a_vertex;
-attribute vec2 a_texCoord0;
-attribute vec3 a_normal;
-
-varying vec2 v_texCoord;
-varying vec3 v_projTexCoord;
-varying vec3 v_normal;
-varying vec3 v_lightDir;
-
-void main( void )
-{
- gl_Position = u_matViewProjection * a_vertex;
- v_texCoord = a_texCoord0.xy;
-
- // Compute a light position based on time
- vec3 lightPos;
- lightPos.x = cos(u_time_0_X);
- lightPos.z = sin(u_time_0_X);
- lightPos.xz = 100.0 * normalize(lightPos.xz);
- lightPos.y = 100.0;
-
- // Compute the light coordinate axes
- vec3 look = -normalize( lightPos );
- vec3 right = cross( vec3( 0.0, 0.0, 1.0), look );
- vec3 up = cross( look, right );
-
- // Create a view matrix for the light
- mat4 lightView = mat4( right, dot( right, -lightPos ),
- up, dot( up, -lightPos ),
- look, dot( look, -lightPos),
- 0.0, 0.0, 0.0, 1.0 );
-
- // Transform position into light view space
- vec4 objPosLight = a_vertex * lightView;
-
- // Transform position into projective light view space
- objPosLight = u_matProjection * objPosLight;
-
- // Create bias matrix
- mat3 biasMatrix = mat3( 0.5, 0.0, 0.5,
- 0.0, -0.5, 0.5,
- 0.0, 0.0, 1.0 );
-
- // Compute projective texture coordinates
- v_projTexCoord = objPosLight.xyz * biasMatrix;
-
- v_lightDir = normalize(a_vertex.xyz - lightPos);
- v_normal = a_normal;
-
-}]]></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="spotLight" API="OpenGL ES" STATE_INDEX="1" VERTEX_TEXTURE="FALSE">
- <RmTextureReference NAME="Spotlight" API=""/>
- <RmState NAME="GL_TextureWrapS" API="OpenGL ES" STATE="1" VALUE="2" USAGE="SAMPLER_STATE"/>
- <RmState NAME="GL_TextureWrapT" API="OpenGL ES" STATE="2" VALUE="2" USAGE="SAMPLER_STATE"/>
- <RmState NAME="GL_TextureWrapR" API="OpenGL ES" STATE="3" VALUE="2" USAGE="SAMPLER_STATE"/>
- <RmState NAME="GL_TextureMinify" API="OpenGL ES" STATE="4" VALUE="1" USAGE="SAMPLER_STATE"/>
- <RmState NAME="GL_TextureMagnify" API="OpenGL ES" STATE="5" VALUE="1" USAGE="SAMPLER_STATE"/>
- </RmTextureObject>
- <RmSampler NAME="baseMap" API="" REGISTER="-1"/>
- <RmSampler NAME="spotLight" API="" REGISTER="-1"/>
- <RmShaderConstant NAME="u_time_0_X" API="" REGISTER="-1"/>
- <RmShaderConstant NAME="u_matProjection" API="" REGISTER="-1"/>
- <RmShaderConstant NAME="u_matViewProjection" API="" REGISTER="-1"/>
- </RmGLESPass>
- </RmOpenGLESEffect>
- </RmEffectWorkspace>
-</RENDER_MONKEY>

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