diff options
author | Sven Gothel <[email protected]> | 2011-09-28 20:09:11 +0200 |
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committer | Sven Gothel <[email protected]> | 2011-09-28 20:09:11 +0200 |
commit | 038002b80f6541e91a7d4559f4b04858698793e0 (patch) | |
tree | a51b14663f8921b8bc5a6b184b96bfb0aaed2c0d /src/test/com/jogamp | |
parent | 22e869ae8b6a44e2f06f73b557a0b8d3bb0da49f (diff) |
demo: es2 shaders: use default precision
Diffstat (limited to 'src/test/com/jogamp')
-rw-r--r-- | src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/elektronenmultiplizierer_development.fp | 172 | ||||
-rw-r--r-- | src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/gears.fp | 47 |
2 files changed, 106 insertions, 113 deletions
diff --git a/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/elektronenmultiplizierer_development.fp b/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/elektronenmultiplizierer_development.fp index 948037e92..6c9e0485a 100644 --- a/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/elektronenmultiplizierer_development.fp +++ b/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/elektronenmultiplizierer_development.fp @@ -10,31 +10,27 @@ **/ #ifdef GL_ES - #define MEDIUMP mediump - #define HIGHP highp - #define LOWP lowp -#else - #define MEDIUMP - #define HIGHP - #define LOWP + precision mediump float; + precision mediump sampler2D; + precision mediump int; #endif -uniform MEDIUMP int en; //effectnumber -uniform MEDIUMP float et; //effecttime -uniform MEDIUMP sampler2D fb; //fbotexture -uniform MEDIUMP float br; //brightness -uniform MEDIUMP float tm; //time -uniform MEDIUMP vec2 resolution;//screen resolution/fbo resolution +uniform int en; //effectnumber +uniform float et; //effecttime +uniform sampler2D fb; //fbotexture +uniform float br; //brightness +uniform float tm; //time +uniform vec2 resolution;//screen resolution/fbo resolution -MEDIUMP float camerafocallengthdode; -MEDIUMP vec3 camerapositiondode; -MEDIUMP vec2 sizedode; -MEDIUMP vec3 backgroundcolor = vec3(0,0.6,0.46); -MEDIUMP mat3 worldrotationxyz; -MEDIUMP mat3 fractalplanerotationx; -MEDIUMP mat3 fractalplanerotationy; -MEDIUMP mat3 camerarotationdode; -MEDIUMP vec2 oglFragCoord; +float camerafocallengthdode; +vec3 camerapositiondode; +vec2 sizedode; +vec3 backgroundcolor = vec3(0,0.6,0.46); +mat3 worldrotationxyz; +mat3 fractalplanerotationx; +mat3 fractalplanerotationy; +mat3 camerarotationdode; +vec2 oglFragCoord; //fractal formula used for sphreretracing/distance-estimation //dodecahedron serpinski (knighty) @@ -43,27 +39,27 @@ MEDIUMP vec2 oglFragCoord; //(phi^2, 1, -phi), (-phi, phi^2, 1), (1, -phi, phi^2), (-phi*(1+phi), phi^2-1, 1+phi), (1+phi, -phi*(1+phi), phi^2-1) and x=0, y=0, z=0 planes. //const pre-calc -const MEDIUMP float phi = 1.618; -const MEDIUMP float _IKVNORM_ = 1.0 / sqrt(pow(phi * (1.0 + phi), 2.0) + pow(phi * phi - 1.0, 2.0) + pow(1.0 + phi, 2.0)); -const MEDIUMP float _C1_ = phi * (1.0 + phi) * _IKVNORM_; -const MEDIUMP float _C2_ = (phi * phi - 1.0) * _IKVNORM_; -const MEDIUMP float _1C_ = (1.0 + phi) * _IKVNORM_; -const MEDIUMP vec3 phi3 = vec3(0.5, 0.5 / phi, 0.5 * phi); -const MEDIUMP vec3 c3 = vec3(_C1_, _C2_, _1C_); +const float phi = 1.618; +const float _IKVNORM_ = 1.0 / sqrt(pow(phi * (1.0 + phi), 2.0) + pow(phi * phi - 1.0, 2.0) + pow(1.0 + phi, 2.0)); +const float _C1_ = phi * (1.0 + phi) * _IKVNORM_; +const float _C2_ = (phi * phi - 1.0) * _IKVNORM_; +const float _1C_ = (1.0 + phi) * _IKVNORM_; +const vec3 phi3 = vec3(0.5, 0.5 / phi, 0.5 * phi); +const vec3 c3 = vec3(_C1_, _C2_, _1C_); -MEDIUMP vec3 distancefunction(MEDIUMP vec3 w) { +vec3 distancefunction(vec3 w) { //!P center scale offset ... - MEDIUMP vec3 offset; + vec3 offset; if (en==6) { offset = vec3(0.61,0.1*et,0.99); } else { offset = vec3(0.61,0.0,0.99); } //!P center scale \0/ this is awesome for fadeins !!! - MEDIUMP float scale = 2.; + float scale = 2.; w *= worldrotationxyz; - MEDIUMP float d, t; - MEDIUMP float md = 1000.0, cd = 0.0; + float d, t; + float md = 1000.0, cd = 0.0; //!P iterations (8) ... 2x see below for (int i = 0; i < 8; i++) { w *= fractalplanerotationx; @@ -94,27 +90,27 @@ MEDIUMP vec3 distancefunction(MEDIUMP vec3 w) { } //calculate ray direction fragment coordinates -MEDIUMP vec3 raydirection(MEDIUMP vec2 pixel) { - MEDIUMP vec2 p = (0.5*sizedode-pixel)/vec2(sizedode.x,-sizedode.y); +vec3 raydirection(vec2 pixel) { + vec2 p = (0.5*sizedode-pixel)/vec2(sizedode.x,-sizedode.y); //!P aspect ratio of dode p.x *= sizedode.x/sizedode.y; //!P vec3 w = vec3(0, 0, 1), vec3 v = vec3(0, 1, 0), vec3 u = vec3(1, 0, 0); - MEDIUMP vec3 d = (p.x * vec3(1, 0, 0)+p.y * vec3(0, 1, 0)-camerafocallengthdode * vec3(0, 0, 1)); + vec3 d = (p.x * vec3(1, 0, 0)+p.y * vec3(0, 1, 0)-camerafocallengthdode * vec3(0, 0, 1)); return normalize(camerarotationdode * d); } //iq's fake ambient occlusion //http://www.iquilezles.org/www/material/nvscene2008/rwwtt.pdf //http://www.iquilezles.org/www/articles/ao/ao.htm -MEDIUMP float ambientocclusion(MEDIUMP vec3 p, MEDIUMP vec3 n, MEDIUMP float eps) { - MEDIUMP float o = 1.0; +float ambientocclusion(vec3 p, vec3 n, float eps) { + float o = 1.0; //!P ao spread (10.6) // spreads the output color intensity eps *= 10.6; //!P ao intensity (0.16) - MEDIUMP float k = 0.16 / eps; + float k = 0.16 / eps; //add little start distance to the surface - MEDIUMP float d = 2.0 * eps; + float d = 2.0 * eps; //!P ao iterations (5) ... for (int i = 0; i < 5; ++i) { o -= (d - distancefunction(p + n * d).x) * k; @@ -125,24 +121,24 @@ MEDIUMP float ambientocclusion(MEDIUMP vec3 p, MEDIUMP vec3 n, MEDIUMP float eps return clamp(o, 0.0, 1.0); } -MEDIUMP vec4 render(MEDIUMP vec2 pixel) { - MEDIUMP vec3 ray_direction = raydirection(pixel); +vec4 render(vec2 pixel) { + vec3 ray_direction = raydirection(pixel); //!P minimum ray length (6e-5) - MEDIUMP float ray_length = 6e-5; - MEDIUMP vec3 ray = camerapositiondode + ray_length * ray_direction; + float ray_length = 6e-5; + vec3 ray = camerapositiondode + ray_length * ray_direction; //!P minimum epsilon (6e-7) ... - MEDIUMP float eps = 6e-7; - MEDIUMP vec3 dist; - MEDIUMP vec3 normal = vec3(0); - MEDIUMP int steps = 0; - MEDIUMP bool hit = false; - MEDIUMP float minmarch = 0.0; + float eps = 6e-7; + vec3 dist; + vec3 normal = vec3(0); + int steps = 0; + bool hit = false; + float minmarch = 0.0; //!P maxmarch = 10000.0; - MEDIUMP float maxmarch = 25.0; + float maxmarch = 25.0; //!P field of view scale = (1.0 / sqrt(1.0 + camerafocallengthdode * camerafocallengthdode)) //!P detail of surface approximation = 1.22 //!P pixelscale = (1.0 / min(sizedode.x, sizedode.y)) - MEDIUMP float epsfactor = 2.0 * (1.0 / sqrt(1.0 + camerafocallengthdode * camerafocallengthdode)) * (1.0 / min(sizedode.x, sizedode.y)) * 1.22; + float epsfactor = 2.0 * (1.0 / sqrt(1.0 + camerafocallengthdode * camerafocallengthdode)) * (1.0 / min(sizedode.x, sizedode.y)) * 1.22; ray_length = minmarch; ray = camerapositiondode + ray_length * ray_direction; //!P max number of raymarching steps (90); @@ -165,15 +161,15 @@ MEDIUMP vec4 render(MEDIUMP vec2 pixel) { } } //\0/ there is a hit! - MEDIUMP vec4 color = vec4(backgroundcolor,0.5); + vec4 color = vec4(backgroundcolor,0.5); if (hit) { - MEDIUMP float aof = 1.0; + float aof = 1.0; if (steps < 1 || ray_length < minmarch) { normal = normalize(ray); } else { //gradient in x,y and z direction for intersection point //!P minimum normal (1.5e-7) - MEDIUMP float e = max(eps * 0.5, 1.5e-7); + float e = max(eps * 0.5, 1.5e-7); normal = normalize(vec3( distancefunction(ray + vec3(e, 0, 0)).x - distancefunction(ray - vec3(e, 0, 0)).x, distancefunction(ray + vec3(0, e, 0)).x - distancefunction(ray - vec3(0, e, 0)).x, @@ -182,7 +178,7 @@ MEDIUMP vec4 render(MEDIUMP vec2 pixel) { aof = ambientocclusion(ray, normal, eps); } //!P hardcoded light position vec3(-50,150,-25) - MEDIUMP float diffuse = max(dot(normal, normalize(vec3(-50,150,-25) - ray)), 0.0); + float diffuse = max(dot(normal, normalize(vec3(-50,150,-25) - ray)), 0.0); //blinn/phong specular stuff ... //!P specular exponent (4) //!P specularity (0.8) @@ -196,7 +192,7 @@ MEDIUMP vec4 render(MEDIUMP vec2 pixel) { return color; } -MEDIUMP mat3 xmatrixrotation(MEDIUMP float angle) { +mat3 xmatrixrotation(float angle) { return mat3( vec3(1.0, 0.0, 0.0), vec3(0.0, cos(angle), sin(angle)), @@ -204,7 +200,7 @@ MEDIUMP mat3 xmatrixrotation(MEDIUMP float angle) { ); } -MEDIUMP mat3 ymatrixrotation(MEDIUMP float angle) { +mat3 ymatrixrotation(float angle) { return mat3( vec3(cos(angle), 0.0, -sin(angle)), vec3( 0.0, 1.0, 0.0), @@ -212,23 +208,23 @@ MEDIUMP mat3 ymatrixrotation(MEDIUMP float angle) { ); } -MEDIUMP vec4 raymarch_orbittrap_image(MEDIUMP vec2 fragcoord) { +vec4 raymarch_orbittrap_image(vec2 fragcoord) { //do the matrix calculations by hand X-) //as mat4 constructor and arithmetic assignments are //currently broken (2010-09-21) on ATI cards i found //a workaround using vec4 constructors wich works on //both NVIDIA+ATI --- MAGIC. DO NOT TOUCH! -=#:-) - MEDIUMP mat3 identitymatrix = mat3(1,0,0,0,1,0,0,0,1); - MEDIUMP float sin_phi = sin(0.1*tm); - MEDIUMP float cos_phi = cos(0.1*tm); - MEDIUMP mat3 zrot = mat3( + mat3 identitymatrix = mat3(1,0,0,0,1,0,0,0,1); + float sin_phi = sin(0.1*tm); + float cos_phi = cos(0.1*tm); + mat3 zrot = mat3( vec3( cos_phi, sin_phi, 0.0), vec3(-sin_phi, cos_phi, 0.0), vec3( 0.0, 0.0, 1.0) ); - MEDIUMP vec2 position; - MEDIUMP float fractalplanex_var; - MEDIUMP float fractalplaney_var; + vec2 position; + float fractalplanex_var; + float fractalplaney_var; position = oglFragCoord.xy; camerafocallengthdode = 1.0; if (en==2) { @@ -259,16 +255,16 @@ MEDIUMP vec4 raymarch_orbittrap_image(MEDIUMP vec2 fragcoord) { fractalplanerotationx = xmatrixrotation(fractalplanex_var)*identitymatrix; fractalplanerotationy = xmatrixrotation(fractalplaney_var)*identitymatrix; camerarotationdode = ymatrixrotation(3.14)*identitymatrix; - MEDIUMP vec4 color = render(position); + vec4 color = render(position); return color; } //---------------------------------------------------------------------------------------------------------- -MEDIUMP vec4 orbitmapping(MEDIUMP vec4 c, MEDIUMP vec2 w) { +vec4 orbitmapping(vec4 c, vec2 w) { //!P orbit trap scale and offset - MEDIUMP vec2 orbittrapoffset = vec2(0.24,-0.24); - MEDIUMP float orbittrapscale; + vec2 orbittrapoffset = vec2(0.24,-0.24); + float orbittrapscale; if (en==0) { //julia set ... orbittrapscale = 0.625; @@ -276,20 +272,20 @@ MEDIUMP vec4 orbitmapping(MEDIUMP vec4 c, MEDIUMP vec2 w) { //mandlebrot ... orbittrapscale = 0.325; } - MEDIUMP vec2 sp = 0.5 + (w / orbittrapscale - orbittrapoffset); - MEDIUMP vec4 s = texture2D(fb, sp); + vec2 sp = 0.5 + (w / orbittrapscale - orbittrapoffset); + vec4 s = texture2D(fb, sp); if (s.a > 0.0) { c = mix(c, s, s.a); } return c; } -MEDIUMP vec4 orbittrap(MEDIUMP vec2 z) { - MEDIUMP float powerjulia = 2.; - MEDIUMP vec3 colorjulia = vec3(1.0); - MEDIUMP vec4 color = vec4(colorjulia, 0.0); - MEDIUMP float n = 0.0; - MEDIUMP vec2 c; +vec4 orbittrap(vec2 z) { + float powerjulia = 2.; + vec3 colorjulia = vec3(1.0); + vec4 color = vec4(colorjulia, 0.0); + float n = 0.0; + vec2 c; if (en==0) { //julia mode ... //!P use offset-julia from 2.25 to 2.5 @@ -301,8 +297,8 @@ MEDIUMP vec4 orbittrap(MEDIUMP vec2 z) { //!P max iterations for julia (128) ... 2x parameter - see below! for (int i = 0; i<128; i++) { n += 1.0; - MEDIUMP float r = pow(length(z), powerjulia); - MEDIUMP float a = powerjulia * atan(z.y, z.x); + float r = pow(length(z), powerjulia); + float a = powerjulia * atan(z.y, z.x); z = vec2(cos(a) * r, sin(a) * r) +c; //!P min iterations for julia (1.0) ... if (n >= 1.0) { @@ -314,20 +310,20 @@ MEDIUMP vec4 orbittrap(MEDIUMP vec2 z) { } } //!P max iterations for julia (128.0) ... - MEDIUMP float blend = clamp(1.0 - (n / 128.0) * 2.0, 0.0, 1.0); + float blend = clamp(1.0 - (n / 128.0) * 2.0, 0.0, 1.0); color.rgb = mix(colorjulia, color.rgb, blend); return color; } void main() { - MEDIUMP vec2 sizejulia = resolution; + vec2 sizejulia = resolution; sizedode = sizejulia; oglFragCoord = gl_FragCoord.xy; - MEDIUMP vec4 color; + vec4 color; if (en==0 || en==1) { //render 2d julia/mandelbrot //!P camera position for julia ... - MEDIUMP vec3 camerapositionjulia; + vec3 camerapositionjulia; if (en==0) { //julia camerapositionjulia = vec3(-0.2,-0.515,0.095347+(et*1.75)); @@ -336,7 +332,7 @@ void main() { camerapositionjulia = vec3(0.325895,0.049551,0.0005+et); } //!P absolute output size of julia orbit trap ... - MEDIUMP vec2 z = ((oglFragCoord.xy - (sizejulia * 0.5)) / sizejulia) * + vec2 z = ((oglFragCoord.xy - (sizejulia * 0.5)) / sizejulia) * vec2(sizejulia.x/sizejulia.y, 1.0) * //aspect ratio camerapositionjulia.z + camerapositionjulia.xy; @@ -349,9 +345,9 @@ void main() { } else { //do normal rendering ... //analog-tv distortion ... - MEDIUMP vec2 position = oglFragCoord.xy / sizejulia.xy; + vec2 position = oglFragCoord.xy / sizejulia.xy; position.y *=-1.0; - MEDIUMP vec3 color_tv = color.rgb; + vec3 color_tv = color.rgb; //contrast color_tv = clamp(color_tv*0.5+0.5*color_tv*color_tv*1.2,0.0,1.0); //circular vignette fade diff --git a/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/gears.fp b/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/gears.fp index 9a89381d1..e8feef2fa 100644 --- a/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/gears.fp +++ b/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/gears.fp @@ -2,45 +2,42 @@ // Details see GearsES2.java #ifdef GL_ES - #define MEDIUMP mediump - #define HIGHP highp -#else - #define MEDIUMP - #define HIGHP + precision mediump float; + precision mediump int; #endif -uniform MEDIUMP vec4 color; +uniform vec4 color; -varying MEDIUMP vec3 normal; -varying MEDIUMP vec4 position; -varying MEDIUMP vec3 lightDir; -varying MEDIUMP float attenuation; -varying MEDIUMP vec3 cameraDir; +varying vec3 normal; +varying vec4 position; +varying vec3 lightDir; +varying float attenuation; +varying vec3 cameraDir; // Defining The Material Colors -const MEDIUMP vec4 matAmbient = vec4(0.2, 0.2, 0.2, 1.0); // orig default -const MEDIUMP vec4 matDiffuse = vec4(0.8, 0.8, 0.8, 1.0); // orig default -// const MEDIUMP vec4 matSpecular = vec4(0.0, 0.0, 0.0, 1.0); // orig default -const MEDIUMP vec4 matSpecular = vec4(0.8, 0.8, 0.8, 1.0); -// const MEDIUMP float matShininess = 0.0; // orig default -const MEDIUMP float matShininess = 0.5; +const vec4 matAmbient = vec4(0.2, 0.2, 0.2, 1.0); // orig default +const vec4 matDiffuse = vec4(0.8, 0.8, 0.8, 1.0); // orig default +// const vec4 matSpecular = vec4(0.0, 0.0, 0.0, 1.0); // orig default +const vec4 matSpecular = vec4(0.8, 0.8, 0.8, 1.0); +// const float matShininess = 0.0; // orig default +const float matShininess = 0.5; void main() { - MEDIUMP float lambertTerm = dot(normal, lightDir); + float lambertTerm = dot(normal, lightDir); - MEDIUMP vec4 ambient = color * matAmbient; - MEDIUMP vec4 diffuse = color * lambertTerm * attenuation * matDiffuse; - MEDIUMP vec4 specular = vec4(0.0); + vec4 ambient = color * matAmbient; + vec4 diffuse = color * lambertTerm * attenuation * matDiffuse; + vec4 specular = vec4(0.0); if (lambertTerm > 0.0) { - MEDIUMP float NdotHV; + float NdotHV; /* - MEDIUMP vec3 halfDir; + vec3 halfDir; halfDir = normalize (lightDir + cameraDir); NdotHV = max(0.0, dot(normal, halfDir)); */ - MEDIUMP vec3 E = normalize(-position.xyz); - MEDIUMP vec3 R = reflect(-lightDir, normal); + vec3 E = normalize(-position.xyz); + vec3 R = reflect(-lightDir, normal); NdotHV = max(0.0, dot(R, E)); specular += color * pow(NdotHV, matShininess) * attenuation * matSpecular; |