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authorKenneth Russel <[email protected]>2009-06-15 23:05:16 +0000
committerKenneth Russel <[email protected]>2009-06-15 23:05:16 +0000
commit935d2596c13371bb745d921dbcb9f05b0c11a010 (patch)
tree7fcc310618ae5a90edc734dc821e75afc0f080aa /src/demos/hdr/shaders/cg
parente2332d2f2908e68f1e77454c73f329f8ff2b400d (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')
-rwxr-xr-xsrc/demos/hdr/shaders/cg/hdr.cg130
-rwxr-xr-xsrc/demos/hdr/shaders/cg/object.cg30
-rwxr-xr-xsrc/demos/hdr/shaders/cg/object_hilo.cg31
-rwxr-xr-xsrc/demos/hdr/shaders/cg/object_vp.cg43
-rwxr-xr-xsrc/demos/hdr/shaders/cg/shrink.cg17
-rwxr-xr-xsrc/demos/hdr/shaders/cg/skybox.cg8
-rwxr-xr-xsrc/demos/hdr/shaders/cg/skybox_hilo.cg9
-rwxr-xr-xsrc/demos/hdr/shaders/cg/tonemap.cg37
8 files changed, 0 insertions, 305 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;
-}
diff --git a/src/demos/hdr/shaders/cg/object.cg b/src/demos/hdr/shaders/cg/object.cg
deleted file mode 100755
index a242bc6..0000000
--- a/src/demos/hdr/shaders/cg/object.cg
+++ /dev/null
@@ -1,30 +0,0 @@
-// object shader
-
-#include "hdr.cg"
-
-struct v2f
-{
- float4 HPosition : POSITION;
- float4 P : TEXCOORD0; // position
- float3 N : TEXCOORD1; // normal
- float3 I : TEXCOORD2; // incident vector
-};
-
-half4 main(v2f In,
- uniform samplerCUBE envMap : TEXUNIT0) : COLOR
-{
- half3 I = normalize(half3(In.I));
- half3 N = normalize(half3(In.N));
-
- half3 R = reflect(I, N);
-// half3 T = refract(I, N, 0.9);
- half fresnel = my_fresnel(-I, N, 5.0, 0.98, 0.02);
-
- half3 Creflect = texCUBE(envMap, R).rgb; // lookup reflection in HDR cube map
-// half3 Crefract = texCUBE(envMap, T).rgb; // refraction
-
-// half3 Cout = lerp(Crefract, Creflect, fresnel);
-// return half4(Cout, fresnel*0.5 + 0.5);
-
- return half4(Creflect * fresnel, 1.0);
-}
diff --git a/src/demos/hdr/shaders/cg/object_hilo.cg b/src/demos/hdr/shaders/cg/object_hilo.cg
deleted file mode 100755
index 88a3348..0000000
--- a/src/demos/hdr/shaders/cg/object_hilo.cg
+++ /dev/null
@@ -1,31 +0,0 @@
-// object shader
-
-#include "hdr.cg"
-
-struct v2f
-{
- float4 HPosition : POSITION;
- float4 P : TEXCOORD0; // position
- float3 N : TEXCOORD1; // normal
- float3 I : TEXCOORD2; // incident vector
-};
-
-half4 main(v2f In,
- uniform samplerCUBE envMap_rg : TEXUNIT0,
- uniform samplerCUBE envMap_b : TEXUNIT1) : COLOR
-{
- half3 I = normalize(half3(In.I));
- half3 N = normalize(half3(In.N));
-
- half3 R = reflect(I, N);
-// half3 T = refract(I, N, 0.9);
- half fresnel = my_fresnel(-I, N, 5.0, 0.98, 0.02);
-
- half3 Creflect = texCUBE_hilo(envMap_rg, envMap_b, R).rgb; // lookup reflection in HDR cube map
-// half3 Crefract = texCUBE_hilo(envMap_rg, envMap_b, T).rgb; // refraction
-
-// half3 Cout = lerp(Crefract, Creflect, fresnel);
-// return half4(Cout, 1.0);
-
- return half4(Creflect * fresnel, 1.0);
-}
diff --git a/src/demos/hdr/shaders/cg/object_vp.cg b/src/demos/hdr/shaders/cg/object_vp.cg
deleted file mode 100755
index 895dc28..0000000
--- a/src/demos/hdr/shaders/cg/object_vp.cg
+++ /dev/null
@@ -1,43 +0,0 @@
-#include "hdr.cg"
-
-// application to vertex shader
-struct a2v
-{
- float4 Position : POSITION;
- float4 Normal : NORMAL;
-};
-
-// vertex shader to fragment shader
-struct v2f
-{
- float4 HPosition : POSITION;
- float4 P : TEXCOORD0; // position
- float3 N : TEXCOORD1; // normal
- float3 I : TEXCOORD2; // incident vector
-};
-
-v2f main(a2v In,
- uniform float4x4 modelViewProj,
- uniform float4x4 model,
- uniform float3 eyePos
- )
-{
- v2f Out;
-
- // transform position
- float4 P = mul(model, In.Position);
-
- // transform normal
- float3 N = transform_dir(model, In.Normal.xyz);
- N = normalize(N);
-
- // calculate incident vector
- float3 I = P.xyz - eyePos;
-
- Out.P = P;
- Out.N = N;
- Out.I = I;
-
- Out.HPosition = mul(modelViewProj, In.Position);
- return Out;
-}
diff --git a/src/demos/hdr/shaders/cg/shrink.cg b/src/demos/hdr/shaders/cg/shrink.cg
deleted file mode 100755
index 7e01947..0000000
--- a/src/demos/hdr/shaders/cg/shrink.cg
+++ /dev/null
@@ -1,17 +0,0 @@
-// downsample float image by half
-
-#include "hdr.cg"
-
-half4 main(fragin In,
- uniform samplerRECT sceneTex : TEXUNIT0
- ) : COLOR
-{
- // should calculate texcoords in vertex shader here:
- half4 c;
- c = texRECT(sceneTex, In.tex0.xy);
- c = c + texRECT(sceneTex, In.tex0.xy + float2(1, 0));
- c = c + texRECT(sceneTex, In.tex0.xy + float2(0, 1));
- c = c + texRECT(sceneTex, In.tex0.xy + float2(1, 1));
- c = c * 0.25;
- return c;
-}
diff --git a/src/demos/hdr/shaders/cg/skybox.cg b/src/demos/hdr/shaders/cg/skybox.cg
deleted file mode 100755
index 5ca6e6f..0000000
--- a/src/demos/hdr/shaders/cg/skybox.cg
+++ /dev/null
@@ -1,8 +0,0 @@
-#include "hdr.cg"
-
-half4 main(fragin In,
- uniform samplerCUBE envMap : TEXUNIT0) : COLOR
-{
- half3 c = texCUBE(envMap, In.tex0).rgb;
- return half4(c, 1.0);
-}
diff --git a/src/demos/hdr/shaders/cg/skybox_hilo.cg b/src/demos/hdr/shaders/cg/skybox_hilo.cg
deleted file mode 100755
index d7392bf..0000000
--- a/src/demos/hdr/shaders/cg/skybox_hilo.cg
+++ /dev/null
@@ -1,9 +0,0 @@
-#include "hdr.cg"
-
-half4 main(fragin In,
- uniform samplerCUBE envMap_rg : TEXUNIT0,
- uniform samplerCUBE envMap_b : TEXUNIT1) : COLOR
-{
- half3 c = texCUBE_hilo(envMap_rg, envMap_b, In.tex0).rgb;
- return half4(c, 1.0);
-}
diff --git a/src/demos/hdr/shaders/cg/tonemap.cg b/src/demos/hdr/shaders/cg/tonemap.cg
deleted file mode 100755
index c3d218f..0000000
--- a/src/demos/hdr/shaders/cg/tonemap.cg
+++ /dev/null
@@ -1,37 +0,0 @@
-// Tone mapping pass
-
-#include "hdr.cg"
-
-half4 main(fragin In,
- uniform samplerRECT sceneTex : TEXUNIT0,
- uniform samplerRECT blurTex : TEXUNIT1,
- uniform sampler1D gammaTex : TEXUNIT2,
- uniform samplerRECT vignetteTex : TEXUNIT3,
- uniform float blurAmount,
- uniform float4 windowSize,
- uniform float exposure
- ) : COLOR
-{
- // sum original and blurred image
- half3 c = lerp(texRECT(sceneTex, In.tex0.xy), texRECT_bilinear(blurTex, In.tex1.xy), blurAmount).xyz;
-
- // exposure
- c = c * half(exposure);
-
- // vignette effect (makes brightness drop off with distance from center)
-// vignette(c, In.wpos, windowSize.xy, windowSize.zw);
- c = c * texRECT(vignetteTex, In.tex0.xy).rgb;
-
- // gamma correction
-#if 0
- // use math
- c = pow(c, 1.0 / 2.2);
-#else
- // use lut
- c.r = h1tex1D(gammaTex, c.r);
- c.g = h1tex1D(gammaTex, c.g);
- c.b = h1tex1D(gammaTex, c.b);
-#endif
-
- return half4(c, 1.0);
-}