| Index: conformance/ogles/GL2Tests/attach_shader/successfulcompile_frag.frag
|
| ===================================================================
|
| --- conformance/ogles/GL2Tests/attach_shader/successfulcompile_frag.frag (revision 0)
|
| +++ conformance/ogles/GL2Tests/attach_shader/successfulcompile_frag.frag (working copy)
|
| @@ -0,0 +1,63 @@
|
| +
|
| +/*
|
| +** 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);
|
| +}
|
|
|