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Side by Side Diff: conformance/ogles/GL2Tests/get_active_uniform/brick.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 vec3 gtf_Normal;
27 attribute vec4 gtf_Vertex;
28 varying float lightIntensity;
29 varying vec3 Position;
30
31 // Used in the vertex shader.
32 uniform mat3 gtf_NormalMatrix; //< 1
33 uniform mat4 gtf_ModelViewMatrix; //< 2
34 uniform mat4 gtf_ModelViewProjectionMatrix; //< 3
35 uniform float myAttrib1f; //< 4
36 uniform vec2 myAttrib2f; //< 5
37 uniform vec3 LightPosition; //< 6
38 uniform vec4 myAttrib4f; //< 7
39 uniform int myAttrib1i; //< 8
40 uniform ivec2 myAttrib2i; //< 9
41 uniform ivec3 myAttrib3i; //< 10
42 uniform ivec4 myAttrib4i; //< 11
43 uniform bool myAttrib1b; //< 12
44 uniform bvec2 myAttrib2b; //< 13
45 uniform bvec3 myAttrib3b; //< 14
46 uniform bvec4 myAttrib4b; //< 15
47 uniform mat2 myAttrib2m; //< 16
48 uniform mat3 myAttrib3m; //< 17
49 uniform mat4 myAttrib4m; //< 18
50 uniform float myUniformfv[5]; //< 19
51 // Used in the fragment shader.
52 uniform vec3 brickColor; //< 20
53 uniform vec3 mortarColor; //< 21
54 uniform float brickMortarWidth; //< 22
55 uniform float brickMortarHeight; //< 23
56 uniform float mwf; //< 24
57 uniform float mhf; //< 25
58
59
60 const float specularContribution = 0.7;
61 const float diffuseContribution = (1.0 - specularContribution);
62
63 void main(void) {
64 vec4 pos = gtf_ModelViewMatrix * gtf_Vertex;
65 Position = vec3(gtf_Vertex);
66 vec3 tnorm = normalize(gtf_NormalMatrix * gtf_Normal);
67 vec3 lightVec = normalize(LightPosition - vec3(pos));
68 vec3 reflectVec = reflect(lightVec, tnorm);
69 vec3 viewVec = normalize(vec3(pos));
70
71 float f = myAttrib1f + myAttrib2f[0] + myAttrib4f[0]
72 + float(myAttrib1i) + float(myAttrib2i[0]) + float(myA ttrib3i[0]) + float(myAttrib4i[0])
73 + float(myAttrib1b) + float(myAttrib2b[0]) + float(myA ttrib3b[0]) + float(myAttrib4b[0])
74 + myAttrib2m[0][0] + myAttrib3m[0][0] + myAttrib4m[0][ 0]
75 + myUniformfv[0] + myUniformfv[1] + myUniformfv[2] + m yUniformfv[3] + myUniformfv[4];
76
77 //float spec = clamp(dot(reflectVec, viewVec), 0.0, 1.0);
78 float spec = clamp(dot(reflectVec, viewVec), f, 1.0);
79 spec = spec * spec;
80 spec = spec * spec;
81 spec = spec * spec;
82 spec = spec * spec;
83
84 lightIntensity = diffuseContribution * dot(lightVec, tnorm) +
85 specularContribution * spec;
86
87 gl_Position = gtf_ModelViewProjectionMatrix * gtf_Vertex;
88 }
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