| Index: conformance/ogles/GL2Tests/attach_shader/unsuccessfulcompile_frag.frag
|
| ===================================================================
|
| --- conformance/ogles/GL2Tests/attach_shader/unsuccessfulcompile_frag.frag (revision 0)
|
| +++ conformance/ogles/GL2Tests/attach_shader/unsuccessfulcompile_frag.frag (working copy)
|
| @@ -0,0 +1,83 @@
|
| +
|
| +/*
|
| +** 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
|
| +uniform float GrainSize;
|
| +uniform vec3 DarkColor;
|
| +uniform vec3 colorSpread;
|
| +
|
| +varying float lightIntensity;
|
| +varying vec3 Position;
|
| +
|
| +void main (void)
|
| +{
|
| + //
|
| + // cheap noise
|
| + //
|
| + vec3 location = Position;
|
| +
|
| + vec3 floorvec = vec3(floor(Position.x * 10.0), 0.0, floor(Position.z * 10.0));
|
| + vec3 noise = Position * 10.0 - floorvec - 0.5;
|
| + noise *= noise;
|
| + location += noise * 0.12;
|
| +
|
| + //
|
| + // distance from axis
|
| + //
|
| + float dist = location.x * location.x + location.z * location.z;
|
| + float grain = dist / GrainSize;
|
| +
|
| + //
|
| + // grain effects as function of distance
|
| + //
|
| + float brightness = fract(grain);
|
| + if (brightness > 0.5)
|
| + brightness = (1.0 - brightness);
|
| + vec3 color = DarkColor + 0.5 * brightness * (colorSpread);
|
| +
|
| + brightness = fract(grain*7.0);
|
| + if (brightness > 0.5)
|
| + brightness = 1.0 - brightness;
|
| + color -= 0.5 * brightness * colorSpread;
|
| +
|
| + //
|
| + // also as a function of lines parallel to the axis
|
| + //
|
| + brightness = fract(grain*47.0);
|
| + float line = fract(Position.z + Position.x);
|
| + float snap = floor(line * 30.0) * (1.0/30.0);
|
| + if (line < snap + 0.004)
|
| + color -= 0.5 * brightness * colorSpread;
|
| +
|
| + //
|
| + // apply lighting effects from vertex processor
|
| + //
|
| + color *= lightIntensity;
|
| + color = clamp(color, 0.0, 1.0);
|
| +
|
| + gl_FragColor = vec4(color, 0.1)
|
| +}
|
|
|