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2020-04-17 18:11:57 +02:00
commit 6b097fa6a0
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svn:wc:ra_dav:version-url
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/svn/x-ray3d/!svn/ver/2/trunk/shader
END
test2.frag
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svn:wc:ra_dav:version-url
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/svn/x-ray3d/!svn/ver/2/trunk/shader/test2.frag
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test.vert
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svn:wc:ra_dav:version-url
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/svn/x-ray3d/!svn/ver/2/trunk/shader/test.vert
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test/shader/.svn/entries Normal file
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dir
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https://subversion.assembla.com/svn/x-ray3d/trunk/shader
https://subversion.assembla.com/svn/x-ray3d
2012-02-08T12:28:31.659376Z
2
ralf03
877da02c-69c5-4f9d-8e5e-0e81075059a3
test2.frag
file
2012-02-08T12:31:45.000000Z
0ade7cf890704bb0ceea74db6dfd2ac7
2012-02-08T12:28:31.659376Z
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ralf03
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test.vert
file
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5290f61bf5df181b98675f08b063ea4c
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ralf03
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uniform mat4 modelview;
uniform mat4 projection;
void main()
{
gl_Position = projection * modelview * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
}

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uniform sampler2D texture;
void main()
{
gl_FragColor = texture2D(texture, gl_TexCoord[0]);
}

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test/shader/basic.frag Normal file
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void main()
{
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}

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test/shader/basic.vert Normal file
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uniform mat4 modelview;
uniform mat4 projection;
void main()
{
gl_Position = projection * modelview * gl_Vertex;
}

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test/shader/render1.frag Normal file
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uniform sampler2D texture;
varying float lum;
void main()
{
//gl_FragColor = texture2D(texture, vec2(gl_TexCoord[0])) * lum;
gl_FragColor = vec4(lum, lum, lum, 0);
}

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test/shader/render1.vert Normal file
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uniform mat4 projection;
uniform mat4 modelview;
varying float lum;
void main()
{
vec3 light = normalize(vec3(-1.0, -1.0, 0.0));
vec3 norm = normalize(gl_Normal);
lum = -dot(light, gl_Normal) + 0.20;
if(lum <= 0.20) {
lum = 0.20;
}
lum *= 0.80;
gl_Position = projection * modelview * gl_Vertex;
//gl_TexCoord[0] = gl_MultiTexCoord0;
}

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test/shader/render2.frag Normal file
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uniform sampler2D lightView;
void main()
{
}

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test/shader/render2.vert Normal file
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uniform mat4 modelview;
uniform mat4 projection;
uniform mat4 lightProjection;
uniform mat4 lightModelview;
varying vec4 lightCoord;
void main()
{
gl_Position = projection * modelview * gl_Vertex;
lightCoord = lightProjection * lightModelview * gl_Vertex;
}