Skip to content

Commit

Permalink
Fixed|Tests: Updated GL init and shaders in the libappfw test app
Browse files Browse the repository at this point in the history
  • Loading branch information
skyjake committed Nov 5, 2017
1 parent 194107e commit d8757aa
Show file tree
Hide file tree
Showing 4 changed files with 73 additions and 72 deletions.
Expand Up @@ -6,12 +6,12 @@ group fx.blur
uniform highp vec4 uColor;
uniform highp vec4 uWindow;

attribute highp vec4 aVertex;
attribute highp vec2 aUV;
attribute highp vec4 aColor;
DENG_ATTRIB highp vec4 aVertex;
DENG_ATTRIB highp vec2 aUV;
DENG_ATTRIB highp vec4 aColor;

varying highp vec2 vUV;
varying highp vec4 vColor;
DENG_VAR highp vec2 vUV;
DENG_VAR highp vec4 vColor;

void main(void) {
gl_Position = uMvpMatrix * aVertex;
Expand All @@ -25,21 +25,21 @@ group fx.blur
fragment = "
uniform sampler2D uTex;
uniform highp vec2 uBlurStep;
varying highp vec2 vUV;
varying highp vec4 vColor;
DENG_VAR highp vec2 vUV;
DENG_VAR highp vec4 vColor;
void main(void) {
highp vec4 sum = vec4(0.0);
sum += texture2D(uTex, vec2(vUV.s - 4.0 * uBlurStep.s, vUV.t)) * 0.05;
sum += texture2D(uTex, vec2(vUV.s - 3.0 * uBlurStep.s, vUV.t)) * 0.09;
sum += texture2D(uTex, vec2(vUV.s - 2.0 * uBlurStep.s, vUV.t)) * 0.123;
sum += texture2D(uTex, vec2(vUV.s - uBlurStep.s, vUV.t)) * 0.154;
sum += texture2D(uTex, vUV) * 0.165;
sum += texture2D(uTex, vec2(vUV.s + uBlurStep.s, vUV.t)) * 0.154;
sum += texture2D(uTex, vec2(vUV.s + 2.0 * uBlurStep.s, vUV.t)) * 0.123;
sum += texture2D(uTex, vec2(vUV.s + 3.0 * uBlurStep.s, vUV.t)) * 0.09;
sum += texture2D(uTex, vec2(vUV.s + 4.0 * uBlurStep.s, vUV.t)) * 0.05;
gl_FragColor = sum;
gl_FragColor.a = 1.0;
sum += texture(uTex, vec2(vUV.s - 4.0 * uBlurStep.s, vUV.t)) * 0.05;
sum += texture(uTex, vec2(vUV.s - 3.0 * uBlurStep.s, vUV.t)) * 0.09;
sum += texture(uTex, vec2(vUV.s - 2.0 * uBlurStep.s, vUV.t)) * 0.123;
sum += texture(uTex, vec2(vUV.s - uBlurStep.s, vUV.t)) * 0.154;
sum += texture(uTex, vUV) * 0.165;
sum += texture(uTex, vec2(vUV.s + uBlurStep.s, vUV.t)) * 0.154;
sum += texture(uTex, vec2(vUV.s + 2.0 * uBlurStep.s, vUV.t)) * 0.123;
sum += texture(uTex, vec2(vUV.s + 3.0 * uBlurStep.s, vUV.t)) * 0.09;
sum += texture(uTex, vec2(vUV.s + 4.0 * uBlurStep.s, vUV.t)) * 0.05;
out_FragColor = sum;
out_FragColor.a = 1.0;
}"
}

Expand All @@ -49,20 +49,20 @@ group fx.blur
fragment = "
uniform sampler2D uTex;
uniform highp vec2 uBlurStep;
varying highp vec2 vUV;
varying highp vec4 vColor;
DENG_VAR highp vec2 vUV;
DENG_VAR highp vec4 vColor;
void main(void) {
highp vec4 sum = vec4(0.0);
sum += texture2D(uTex, vec2(vUV.s, vUV.t - 4.0 * uBlurStep.t)) * 0.05;
sum += texture2D(uTex, vec2(vUV.s, vUV.t - 3.0 * uBlurStep.t)) * 0.09;
sum += texture2D(uTex, vec2(vUV.s, vUV.t - 2.0 * uBlurStep.t)) * 0.123;
sum += texture2D(uTex, vec2(vUV.s, vUV.t - uBlurStep.t )) * 0.154;
sum += texture2D(uTex, vUV) * 0.165;
sum += texture2D(uTex, vec2(vUV.s, vUV.t + uBlurStep.t )) * 0.154;
sum += texture2D(uTex, vec2(vUV.s, vUV.t + 2.0 * uBlurStep.t)) * 0.123;
sum += texture2D(uTex, vec2(vUV.s, vUV.t + 3.0 * uBlurStep.t)) * 0.09;
sum += texture2D(uTex, vec2(vUV.s, vUV.t + 4.0 * uBlurStep.t)) * 0.05;
gl_FragColor = sum * vColor;
sum += texture(uTex, vec2(vUV.s, vUV.t - 4.0 * uBlurStep.t)) * 0.05;
sum += texture(uTex, vec2(vUV.s, vUV.t - 3.0 * uBlurStep.t)) * 0.09;
sum += texture(uTex, vec2(vUV.s, vUV.t - 2.0 * uBlurStep.t)) * 0.123;
sum += texture(uTex, vec2(vUV.s, vUV.t - uBlurStep.t )) * 0.154;
sum += texture(uTex, vUV) * 0.165;
sum += texture(uTex, vec2(vUV.s, vUV.t + uBlurStep.t )) * 0.154;
sum += texture(uTex, vec2(vUV.s, vUV.t + 2.0 * uBlurStep.t)) * 0.123;
sum += texture(uTex, vec2(vUV.s, vUV.t + 3.0 * uBlurStep.t)) * 0.09;
sum += texture(uTex, vec2(vUV.s, vUV.t + 4.0 * uBlurStep.t)) * 0.05;
out_FragColor = sum * vColor;
}"
}
}
Expand Down
Expand Up @@ -8,40 +8,40 @@ group generic
vertex = "
uniform highp mat4 uMvpMatrix;
uniform highp vec4 uColor;
attribute highp vec4 aVertex;
attribute highp vec4 aColor;
varying highp vec4 vColor;
DENG_ATTRIB highp vec4 aVertex;
DENG_ATTRIB highp vec4 aColor;
DENG_VAR highp vec4 vColor;

void main(void) {
gl_Position = uMvpMatrix * aVertex;
vColor = uColor * aColor;
}"
fragment = "
varying highp vec4 vColor;
DENG_VAR highp vec4 vColor;

void main(void) {
gl_FragColor = vColor;
out_FragColor = vColor;
}"
}

shader texture
{
vertex = "
uniform highp mat4 uMvpMatrix;
attribute highp vec4 aVertex;
attribute highp vec2 aUV;
varying highp vec2 vUV;
DENG_ATTRIB highp vec4 aVertex;
DENG_ATTRIB highp vec2 aUV;
DENG_VAR highp vec2 vUV;

void main(void) {
gl_Position = uMvpMatrix * aVertex;
vUV = aUV;
}"
fragment = "
uniform sampler2D uTex;
varying highp vec2 vUV;
DENG_VAR highp vec2 vUV;

void main(void) {
gl_FragColor = texture2D(uTex, vUV);
out_FragColor = texture(uTex, vUV);
}"
}

Expand All @@ -53,11 +53,11 @@ group generic
{
vertex = "
uniform highp mat4 uMvpMatrix;
attribute highp vec4 aVertex;
attribute highp vec2 aUV;
attribute highp vec4 aColor;
varying highp vec2 vUV;
varying highp vec4 vColor;
DENG_ATTRIB highp vec4 aVertex;
DENG_ATTRIB highp vec2 aUV;
DENG_ATTRIB highp vec4 aColor;
DENG_VAR highp vec2 vUV;
DENG_VAR highp vec4 vColor;

void main(void) {
gl_Position = uMvpMatrix * aVertex;
Expand All @@ -66,11 +66,11 @@ group generic
}"
fragment = "
uniform sampler2D uTex;
varying highp vec2 vUV;
varying highp vec4 vColor;
DENG_VAR highp vec2 vUV;
DENG_VAR highp vec4 vColor;

void main(void) {
gl_FragColor = vColor * texture2D(uTex, vUV);
out_FragColor = vColor * texture(uTex, vUV);
}"
}

Expand All @@ -82,11 +82,11 @@ group generic
vertex = "
uniform highp mat4 uMvpMatrix;
uniform highp vec4 uColor;
attribute highp vec4 aVertex;
attribute highp vec2 aUV;
attribute highp vec4 aColor;
varying highp vec2 vUV;
varying highp vec4 vColor;
DENG_ATTRIB highp vec4 aVertex;
DENG_ATTRIB highp vec2 aUV;
DENG_ATTRIB highp vec4 aColor;
DENG_VAR highp vec2 vUV;
DENG_VAR highp vec4 vColor;

void main(void) {
gl_Position = uMvpMatrix * aVertex;
Expand All @@ -95,11 +95,11 @@ group generic
}"
fragment = "
uniform sampler2D uTex;
varying highp vec2 vUV;
varying highp vec4 vColor;
DENG_VAR highp vec2 vUV;
DENG_VAR highp vec4 vColor;

void main(void) {
gl_FragColor = vColor * texture2D(uTex, vUV);
out_FragColor = vColor * texture(uTex, vUV);
}"
}
}
Expand Down
Expand Up @@ -7,15 +7,15 @@ ui {
uniform highp float uSaturation[DENG_MAX_BATCH_UNIFORMS];
uniform highp vec4 uScissorRect[DENG_MAX_BATCH_UNIFORMS];

attribute highp vec4 aVertex;
attribute highp vec2 aUV;
attribute highp vec4 aColor;
attribute highp float aIndex; // uColor
DENG_ATTRIB highp vec4 aVertex;
DENG_ATTRIB highp vec2 aUV;
DENG_ATTRIB highp vec4 aColor;
DENG_ATTRIB highp float aIndex; // uColor

varying highp vec2 vUV;
varying highp vec4 vColor;
varying highp vec4 vScissor;
varying highp float vSaturation;
DENG_VAR highp vec2 vUV;
DENG_VAR highp vec4 vColor;
DENG_VAR highp vec4 vScissor;
DENG_VAR highp float vSaturation;

void main(void) {
gl_Position = uMvpMatrix * aVertex;
Expand All @@ -30,28 +30,28 @@ ui {
fragment = "
uniform sampler2D uTex;

varying highp vec2 vUV;
varying highp vec4 vColor;
varying highp vec4 vScissor;
varying highp float vSaturation;
DENG_VAR highp vec2 vUV;
DENG_VAR highp vec4 vColor;
DENG_VAR highp vec4 vScissor;
DENG_VAR highp float vSaturation;

void main(void) {
// Check the scissor first.
if (gl_FragCoord.x < vScissor.x || gl_FragCoord.x > vScissor.z ||
gl_FragCoord.y < vScissor.y || gl_FragCoord.y > vScissor.w) {
discard;
}
gl_FragColor = texture2D(uTex, vUV);
out_FragColor = texture(uTex, vUV);

// Optionally adjust color saturation.
if (vSaturation < 1.0) {
highp vec4 hsv = rgbToHsv(gl_FragColor);
highp vec4 hsv = rgbToHsv(out_FragColor);
hsv.y *= vSaturation;
gl_FragColor = hsvToRgb(hsv);
out_FragColor = hsvToRgb(hsv);
}

// Final vertex color.
gl_FragColor *= vColor;
out_FragColor *= vColor;
}"
}
}
1 change: 1 addition & 0 deletions doomsday/tests/test_appfw/src/main.cpp
Expand Up @@ -26,6 +26,7 @@ using namespace de;

int main(int argc, char **argv)
{
TestApp::setDefaultOpenGLFormat();
TestApp app(argc, argv);
try
{
Expand Down

0 comments on commit d8757aa

Please sign in to comment.