diff options
author | Kenneth Russel <kbrussel@alum.mit.edu> | 2009-06-15 23:05:16 +0000 |
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committer | Kenneth Russel <kbrussel@alum.mit.edu> | 2009-06-15 23:05:16 +0000 |
commit | 935d2596c13371bb745d921dbcb9f05b0c11a010 (patch) | |
tree | 7fcc310618ae5a90edc734dc821e75afc0f080aa /src/demos/hdr/shaders/cg/hdr.cg | |
parent | e2332d2f2908e68f1e77454c73f329f8ff2b400d (diff) |
Deleted obsolete source code in preparation for copying JOGL_2_SANDBOX
on to trunk
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/../svn-server-sync/jogl-demos/trunk@351 3298f667-5e0e-4b4a-8ed4-a3559d26a5f4
Diffstat (limited to 'src/demos/hdr/shaders/cg/hdr.cg')
-rwxr-xr-x | src/demos/hdr/shaders/cg/hdr.cg | 130 |
1 files changed, 0 insertions, 130 deletions
diff --git a/src/demos/hdr/shaders/cg/hdr.cg b/src/demos/hdr/shaders/cg/hdr.cg deleted file mode 100755 index 3a0cafd..0000000 --- a/src/demos/hdr/shaders/cg/hdr.cg +++ /dev/null @@ -1,130 +0,0 @@ -/* - Cg functions to decode and filter textures in Radiance (RGBE) high dynamic range format - sgg 2/15/02 - - http://www.graphics.cornell.edu/~bjw/rgbe.html -*/ - -#if 0 -typedef float4 vec4; -typedef float3 vec3; -typedef float2 vec2; -typedef float real; -#define texRECT f4texRECT -#define texCUBE f4texCUBE -#else -typedef half4 vec4; -typedef half3 vec3; -typedef half2 vec2; -typedef half real; -#define texRECT h4texRECT -#define texCUBE h4texCUBE -#endif - -struct fragin -{ - float4 wpos : WPOS; - float3 tex0 : TEXCOORD0; - float3 tex1 : TEXCOORD1; - float4 col0 : COLOR0; -}; - -// Lookup in RGBE-encoded rectangle texture -vec3 texRECT_RGBE(uniform samplerRECT tex, float2 t) -{ - vec4 rgbe = texRECT(tex, t); - real e = (rgbe[3] * 255) - 128; - return rgbe.xyz * exp2(e); -} - -// Lookup in RGBE-encoded cube map texture -vec3 texCUBE_RGBE(uniform samplerCUBE tex, float3 t) -{ - vec4 rgbe = texCUBE(tex, t); - real e = (rgbe[3] * 255) - 128; - return rgbe.xyz * exp2(e); -} - -// Lookup in RGBE-encoded rectangle texture with filtering -vec3 texRECT_RGBE_Bilinear(uniform samplerRECT tex, half2 t) -{ - float2 f = frac(t); - vec3 t0 = texRECT_RGBE(tex, t); - vec3 t1 = texRECT_RGBE(tex, t + half2(1,0) ); - vec3 t2 = lerp(t0, t1, f[0]); - t0 = texRECT_RGBE(tex, t + half2(0,1) ); - t1 = texRECT_RGBE(tex, t + half2(1,1) ); - t0 = lerp(t0, t1, f[0]); - t0 = lerp(t2, t0, f[1]); - return t0; -} - -// Lookup in cubemap encoded as two HILO cube maps -vec3 texCUBE_hilo(uniform samplerCUBE rg_tex : TEXUNIT0, uniform samplerCUBE b_tex : TEXUNIT1, float3 t) -{ - vec3 c; - c.xy = texCUBE(rg_tex, t).xy; - c.z = texCUBE(b_tex, t).x; -// c = c * c; - return c; -} - -// Lookup in rectangle texture encoded as two HILO cube maps -vec3 texRECT_hilo(uniform samplerRECT rg_tex : TEXUNIT0, uniform samplerRECT b_tex : TEXUNIT1, float2 t) -{ - vec3 c; - c.xy = texRECT(rg_tex, t).xy; - c.z = texRECT(b_tex, t).x; - return c; -} - -// bilinear lookup in float texture -vec4 texRECT_bilinear(uniform samplerRECT tex, half2 t) -{ - float2 f = frac(t); - vec4 t0 = texRECT(tex, t); - vec4 t1 = texRECT(tex, t + half2(1,0) ); - vec4 t2 = lerp(t0, t1, f[0]); - t0 = texRECT(tex, t + half2(0,1) ); - t1 = texRECT(tex, t + half2(1,1) ); - t0 = lerp(t0, t1, f[0]); - t0 = lerp(t2, t0, f[1]); - return t0; -} - -// applying vignetting based on window coordinates -void vignette(inout float3 c, float4 wpos, const float2 win_bias, const float2 win_scale) -{ - // convert window coord to [-1, 1] range - wpos.xy = (wpos.xy - win_bias) * win_scale; - // calculate distance from origin - float r = length(wpos.xy); - r = 1.0 - smoothstep(0.8, 1.5, r); - c = c * r; -} - -// refraction function from Renderman spec -// I = incident direction, N = normal, eta = relative index of refraction -half3 my_refract(half3 I, half3 N, half eta) -{ - half IdotN = dot(I,N); - half k = 1 - eta*eta*(1 - IdotN*IdotN); - - return eta*I - (eta*IdotN + sqrt(k))*N; -} - -// fresnel approximation -half my_fresnel(half3 I, half3 N, half power, half scale, half bias) -{ - return bias + (pow(max(0.0, 1.0 - dot(I, N)), power) * scale); -} - -// transform a direction vector by a 4x4 matrix -float3 transform_dir(float4x4 m, float3 v) -{ - float3 o; - o.x = dot(v, m._11_12_13); - o.y = dot(v, m._21_22_23); - o.z = dot(v, m._31_32_33); - return o; -} |