Commit initial
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17
test/shader/.svn/all-wcprops
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17
test/shader/.svn/all-wcprops
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K 25
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svn:wc:ra_dav:version-url
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V 36
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/svn/x-ray3d/!svn/ver/2/trunk/shader
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END
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test2.frag
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K 25
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svn:wc:ra_dav:version-url
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V 47
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/svn/x-ray3d/!svn/ver/2/trunk/shader/test2.frag
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END
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test.vert
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K 25
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svn:wc:ra_dav:version-url
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V 46
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/svn/x-ray3d/!svn/ver/2/trunk/shader/test.vert
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END
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96
test/shader/.svn/entries
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96
test/shader/.svn/entries
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10
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dir
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2
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https://subversion.assembla.com/svn/x-ray3d/trunk/shader
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https://subversion.assembla.com/svn/x-ray3d
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2012-02-08T12:28:31.659376Z
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2
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ralf03
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877da02c-69c5-4f9d-8e5e-0e81075059a3
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test2.frag
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file
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2012-02-08T12:31:45.000000Z
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0ade7cf890704bb0ceea74db6dfd2ac7
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2012-02-08T12:28:31.659376Z
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2
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ralf03
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96
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test.vert
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file
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2012-02-08T12:31:45.000000Z
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5290f61bf5df181b98675f08b063ea4c
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2012-02-08T12:28:31.659376Z
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2
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ralf03
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155
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9
test/shader/.svn/text-base/test.vert.svn-base
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9
test/shader/.svn/text-base/test.vert.svn-base
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uniform mat4 modelview;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * modelview * gl_Vertex;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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6
test/shader/.svn/text-base/test2.frag.svn-base
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6
test/shader/.svn/text-base/test2.frag.svn-base
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uniform sampler2D texture;
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void main()
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{
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gl_FragColor = texture2D(texture, gl_TexCoord[0]);
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}
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4
test/shader/basic.frag
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4
test/shader/basic.frag
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void main()
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{
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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9
test/shader/basic.vert
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9
test/shader/basic.vert
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uniform mat4 modelview;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * modelview * gl_Vertex;
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}
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8
test/shader/render1.frag
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8
test/shader/render1.frag
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uniform sampler2D texture;
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varying float lum;
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void main()
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{
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//gl_FragColor = texture2D(texture, vec2(gl_TexCoord[0])) * lum;
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gl_FragColor = vec4(lum, lum, lum, 0);
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}
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17
test/shader/render1.vert
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17
test/shader/render1.vert
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uniform mat4 projection;
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uniform mat4 modelview;
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varying float lum;
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void main()
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{
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vec3 light = normalize(vec3(-1.0, -1.0, 0.0));
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vec3 norm = normalize(gl_Normal);
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lum = -dot(light, gl_Normal) + 0.20;
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if(lum <= 0.20) {
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lum = 0.20;
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}
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lum *= 0.80;
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gl_Position = projection * modelview * gl_Vertex;
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//gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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6
test/shader/render2.frag
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6
test/shader/render2.frag
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uniform sampler2D lightView;
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void main()
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{
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}
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15
test/shader/render2.vert
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15
test/shader/render2.vert
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uniform mat4 modelview;
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uniform mat4 projection;
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uniform mat4 lightProjection;
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uniform mat4 lightModelview;
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varying vec4 lightCoord;
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void main()
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{
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gl_Position = projection * modelview * gl_Vertex;
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lightCoord = lightProjection * lightModelview * gl_Vertex;
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}
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