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Side by Side Diff: conformance/ogles/GL2Tests/get_active_uniform/brick.frag

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, 2 months 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 #ifdef GL_ES
27 precision mediump float;
28 #endif
29
30 uniform vec3 brickColor;
31 uniform vec3 mortarColor;
32 uniform float brickMortarWidth;
33 uniform float brickMortarHeight;
34 uniform float mwf;
35 uniform float mhf;
36
37 varying vec3 Position;
38 varying float lightIntensity;
39
40 void main (void)
41 {
42 vec3 ct;
43 float ss, tt, w, h;
44
45 vec3 pos = Position;
46
47 ss = pos.x / brickMortarWidth;
48 tt = pos.z / brickMortarHeight;
49
50 if (fract (tt * 0.5) > 0.5)
51 ss += 0.5;
52
53 ss = fract (ss);
54 tt = fract (tt);
55
56 w = step (mwf, ss) - step (1.0 - mwf, ss);
57 h = step (mhf, tt) - step (1.0 - mhf, tt);
58
59 ct = clamp(mix (mortarColor, brickColor, w * h) * lightIntensity, 0.0, 1.0);
60
61 gl_FragColor = vec4 (ct, 1.0);
62 }
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