| Index: conformance/ogles/GL/cross/cross_vec3_frag_xvaryyconst_ref.frag
|
| ===================================================================
|
| --- conformance/ogles/GL/cross/cross_vec3_frag_xvaryyconst_ref.frag (revision 0)
|
| +++ conformance/ogles/GL/cross/cross_vec3_frag_xvaryyconst_ref.frag (working copy)
|
| @@ -0,0 +1,49 @@
|
| +
|
| +/*
|
| +** Copyright (c) 2012 The Khronos Group Inc.
|
| +**
|
| +** Permission is hereby granted, free of charge, to any person obtaining a
|
| +** copy of this software and/or associated documentation files (the
|
| +** "Materials"), to deal in the Materials without restriction, including
|
| +** without limitation the rights to use, copy, modify, merge, publish,
|
| +** distribute, sublicense, and/or sell copies of the Materials, and to
|
| +** permit persons to whom the Materials are furnished to do so, subject to
|
| +** the following conditions:
|
| +**
|
| +** The above copyright notice and this permission notice shall be included
|
| +** in all copies or substantial portions of the Materials.
|
| +**
|
| +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
| +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
| +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
| +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
| +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
| +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
| +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
|
| +*/
|
| +
|
| +
|
| +#ifdef GL_ES
|
| +precision mediump float;
|
| +#endif
|
| +varying vec4 color;
|
| +
|
| +void main (void)
|
| +{
|
| + const float M_PI = 3.14159265358979323846;
|
| +
|
| + // Both are unit vectors
|
| + vec3 v1;
|
| + vec3 v2 = vec3(1.0, 0.0, 0.0);
|
| + vec3 v3;
|
| +
|
| + float theta = color.g * 2.0 * M_PI;
|
| + float phi = color.b * 2.0 * M_PI;
|
| + v1.x = cos(theta) * sin(phi);
|
| + v1.y = sin(theta) * sin(phi);
|
| + v1.z = cos(phi);
|
| + v3.x = v1.y * v2.z - v2.y * v1.z;
|
| + v3.y = v2.x * v1.z - v1.x * v2.z;
|
| + v3.z = v1.x * v2.y - v2.x * v1.y;
|
| + gl_FragColor = vec4((v3 + 1.0) / 2.0, 1.0);
|
| +}
|
|
|