Index: conformance/ogles/GL2Tests/bind_attribute_location/brick.frag |
=================================================================== |
--- conformance/ogles/GL2Tests/bind_attribute_location/brick.frag (revision 0) |
+++ conformance/ogles/GL2Tests/bind_attribute_location/brick.frag (working copy) |
@@ -0,0 +1,64 @@ |
+ |
+/* |
+** 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 mortarThickness; |
+uniform vec3 brickColor; |
+uniform vec3 mortarColor; |
+ |
+uniform float brickMortarWidth; |
+uniform float brickMortarHeight; |
+uniform float mwf; |
+uniform float mhf; |
+ |
+varying vec3 Position; |
+varying float lightIntensity; |
+ |
+void main (void) |
+{ |
+ vec3 ct; |
+ float ss, tt, w, h; |
+ |
+ vec3 pos = Position; |
+ |
+ ss = pos.x / brickMortarWidth; |
+ tt = pos.z / brickMortarHeight; |
+ |
+ if (fract (tt * 0.5) > 0.5) |
+ ss += 0.5; |
+ |
+ ss = fract (ss); |
+ tt = fract (tt); |
+ |
+ w = step (mwf, ss) - step (1.0 - mwf, ss); |
+ h = step (mhf, tt) - step (1.0 - mhf, tt); |
+ |
+ ct = clamp(mix (mortarColor, brickColor, w * h) * lightIntensity, 0.0, 1.0); |
+ |
+ gl_FragColor = vec4 (ct, 1.0); |
+} |