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Side by Side Diff: conformance/ogles/GL2Tests/get_active_attribute/brick_vec.vert

Issue 41993002: Add ToT WebGL conformance tests : part 9 (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/deps/third_party/webgl/sdk/tests/
Patch Set: Created 7 years, 1 month ago
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1
2 /*
3 ** Copyright (c) 2012 The Khronos Group Inc.
4 **
5 ** Permission is hereby granted, free of charge, to any person obtaining a
6 ** copy of this software and/or associated documentation files (the
7 ** "Materials"), to deal in the Materials without restriction, including
8 ** without limitation the rights to use, copy, modify, merge, publish,
9 ** distribute, sublicense, and/or sell copies of the Materials, and to
10 ** permit persons to whom the Materials are furnished to do so, subject to
11 ** the following conditions:
12 **
13 ** The above copyright notice and this permission notice shall be included
14 ** in all copies or substantial portions of the Materials.
15 **
16 ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
17 ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
18 ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
19 ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
20 ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
21 ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
22 ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
23 */
24
25
26 attribute vec4 gtf_Vertex;
27 attribute vec3 gtf_Normal;
28 attribute float myAttrib1f;
29 attribute vec2 myAttrib2f;
30 attribute vec3 myAttrib3f;
31 attribute vec4 myAttrib4f;
32
33 uniform mat3 gtf_NormalMatrix;
34 varying float lightIntensity;
35 varying vec3 Position;
36 uniform vec3 LightPosition;
37
38 uniform mat4 gtf_ModelViewMatrix;
39 uniform mat4 gtf_ModelViewProjectionMatrix;
40
41 const float specularContribution = 0.7;
42 const float diffuseContribution = (1.0 - specularContribution);
43
44 void main(void) {
45 vec4 pos = gtf_ModelViewMatrix * gtf_Vertex;
46 Position = vec3(gtf_Vertex);
47 vec3 tnorm = normalize(gtf_NormalMatrix * gtf_Normal);
48 vec3 lightVec = normalize(LightPosition - vec3(pos));
49 vec3 reflectVec = reflect(lightVec, tnorm);
50 vec3 viewVec = normalize(vec3(pos));
51
52 float f = myAttrib1f + myAttrib2f[0] + myAttrib3f[0] + myAttrib4f[0];
53
54 float spec = clamp(dot(reflectVec, viewVec), f, 1.0);
55 //float spec = clamp(dot(reflectVec, viewVec), myAttribute1, myAttribute 2);
56 spec = spec * spec;
57 spec = spec * spec;
58 spec = spec * spec;
59 spec = spec * spec;
60
61 lightIntensity = diffuseContribution * dot(lightVec, tnorm) +
62 specularContribution * spec;
63
64 gl_Position = gtf_ModelViewProjectionMatrix * gtf_Vertex;
65 }
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