Index: conformance/ogles/GL2Tests/validate_program/unsuccessfulcompile_frag.frag |
=================================================================== |
--- conformance/ogles/GL2Tests/validate_program/unsuccessfulcompile_frag.frag (revision 0) |
+++ conformance/ogles/GL2Tests/validate_program/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) |
+} |