| Index: conformance/ogles/GL2Tests/get_active_uniform/brick.vert
|
| ===================================================================
|
| --- conformance/ogles/GL2Tests/get_active_uniform/brick.vert (revision 0)
|
| +++ conformance/ogles/GL2Tests/get_active_uniform/brick.vert (working copy)
|
| @@ -0,0 +1,88 @@
|
| +
|
| +/*
|
| +** 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.
|
| +*/
|
| +
|
| +
|
| +attribute vec3 gtf_Normal;
|
| +attribute vec4 gtf_Vertex;
|
| +varying float lightIntensity;
|
| +varying vec3 Position;
|
| +
|
| + // Used in the vertex shader.
|
| +uniform mat3 gtf_NormalMatrix; //< 1
|
| +uniform mat4 gtf_ModelViewMatrix; //< 2
|
| +uniform mat4 gtf_ModelViewProjectionMatrix; //< 3
|
| +uniform float myAttrib1f; //< 4
|
| +uniform vec2 myAttrib2f; //< 5
|
| +uniform vec3 LightPosition; //< 6
|
| +uniform vec4 myAttrib4f; //< 7
|
| +uniform int myAttrib1i; //< 8
|
| +uniform ivec2 myAttrib2i; //< 9
|
| +uniform ivec3 myAttrib3i; //< 10
|
| +uniform ivec4 myAttrib4i; //< 11
|
| +uniform bool myAttrib1b; //< 12
|
| +uniform bvec2 myAttrib2b; //< 13
|
| +uniform bvec3 myAttrib3b; //< 14
|
| +uniform bvec4 myAttrib4b; //< 15
|
| +uniform mat2 myAttrib2m; //< 16
|
| +uniform mat3 myAttrib3m; //< 17
|
| +uniform mat4 myAttrib4m; //< 18
|
| +uniform float myUniformfv[5]; //< 19
|
| + // Used in the fragment shader.
|
| +uniform vec3 brickColor; //< 20
|
| +uniform vec3 mortarColor; //< 21
|
| +uniform float brickMortarWidth; //< 22
|
| +uniform float brickMortarHeight; //< 23
|
| +uniform float mwf; //< 24
|
| +uniform float mhf; //< 25
|
| +
|
| +
|
| +const float specularContribution = 0.7;
|
| +const float diffuseContribution = (1.0 - specularContribution);
|
| +
|
| +void main(void) {
|
| + vec4 pos = gtf_ModelViewMatrix * gtf_Vertex;
|
| + Position = vec3(gtf_Vertex);
|
| + vec3 tnorm = normalize(gtf_NormalMatrix * gtf_Normal);
|
| + vec3 lightVec = normalize(LightPosition - vec3(pos));
|
| + vec3 reflectVec = reflect(lightVec, tnorm);
|
| + vec3 viewVec = normalize(vec3(pos));
|
| +
|
| + float f = myAttrib1f + myAttrib2f[0] + myAttrib4f[0]
|
| + + float(myAttrib1i) + float(myAttrib2i[0]) + float(myAttrib3i[0]) + float(myAttrib4i[0])
|
| + + float(myAttrib1b) + float(myAttrib2b[0]) + float(myAttrib3b[0]) + float(myAttrib4b[0])
|
| + + myAttrib2m[0][0] + myAttrib3m[0][0] + myAttrib4m[0][0]
|
| + + myUniformfv[0] + myUniformfv[1] + myUniformfv[2] + myUniformfv[3] + myUniformfv[4];
|
| +
|
| + //float spec = clamp(dot(reflectVec, viewVec), 0.0, 1.0);
|
| + float spec = clamp(dot(reflectVec, viewVec), f, 1.0);
|
| + spec = spec * spec;
|
| + spec = spec * spec;
|
| + spec = spec * spec;
|
| + spec = spec * spec;
|
| +
|
| + lightIntensity = diffuseContribution * dot(lightVec, tnorm) +
|
| + specularContribution * spec;
|
| +
|
| + gl_Position = gtf_ModelViewProjectionMatrix * gtf_Vertex;
|
| +}
|
|
|