From d9ad1e1e9f5b476d9586702aaeac1609bbb7fd59 Mon Sep 17 00:00:00 2001 From: codeanticode Date: Tue, 4 Sep 2012 12:25:26 +0000 Subject: [PATCH] removed non-properly documented shader examples --- .../examples/Topics/Shaders/Deform/Deform.pde | 22 -- .../Topics/Shaders/Deform/data/deform.glsl | 24 -- .../Topics/Shaders/Landscape/Landscape.pde | 16 -- .../Shaders/Landscape/data/landscape.glsl | 220 ------------------ .../Topics/Shaders/Monjori/Monjori.pde | 22 -- .../Topics/Shaders/Monjori/data/monjori.glsl | 29 --- .../examples/Topics/Shaders/Nebula/Nebula.pde | 21 -- .../Topics/Shaders/Nebula/data/nebula.glsl | 110 --------- 8 files changed, 464 deletions(-) delete mode 100644 java/examples/Topics/Shaders/Deform/Deform.pde delete mode 100644 java/examples/Topics/Shaders/Deform/data/deform.glsl delete mode 100644 java/examples/Topics/Shaders/Landscape/Landscape.pde delete mode 100644 java/examples/Topics/Shaders/Landscape/data/landscape.glsl delete mode 100644 java/examples/Topics/Shaders/Monjori/Monjori.pde delete mode 100644 java/examples/Topics/Shaders/Monjori/data/monjori.glsl delete mode 100644 java/examples/Topics/Shaders/Nebula/Nebula.pde delete mode 100644 java/examples/Topics/Shaders/Nebula/data/nebula.glsl diff --git a/java/examples/Topics/Shaders/Deform/Deform.pde b/java/examples/Topics/Shaders/Deform/Deform.pde deleted file mode 100644 index 0648d2da0..000000000 --- a/java/examples/Topics/Shaders/Deform/Deform.pde +++ /dev/null @@ -1,22 +0,0 @@ -/** - * Deform - */ - -PImage tex; -PShader deform; - -void setup() { - size(640, 360, P2D); - - tex = loadImage("tex1.jpg"); - - deform = loadShader("deform.glsl"); - deform.set("resolution", float(width), float(height)); -} - -void draw() { - deform.set("time", millis() / 1000.0); - deform.set("mouse", float(mouseX), float(mouseY)); - shader(deform); - image(tex, 0, 0, width, height); -} diff --git a/java/examples/Topics/Shaders/Deform/data/deform.glsl b/java/examples/Topics/Shaders/Deform/data/deform.glsl deleted file mode 100644 index 0b9bffb5d..000000000 --- a/java/examples/Topics/Shaders/Deform/data/deform.glsl +++ /dev/null @@ -1,24 +0,0 @@ -uniform sampler2D textureSampler; - -uniform float time; -uniform vec2 resolution; -uniform vec2 mouse; - -void main(void) { - vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy; - vec2 m = -1.0 + 2.0 * mouse.xy / resolution.xy; - - float a1 = atan(p.y - m.y, p.x - m.x); - float r1 = sqrt(dot(p - m, p - m)); - float a2 = atan(p.y + m.y, p.x + m.x); - float r2 = sqrt(dot(p + m, p + m)); - - vec2 uv; - uv.x = 0.2 * time + (r1 - r2) * 0.25; - uv.y = sin(2.0 * (a1 - a2)); - - float w = r1 * r2 * 0.8; - vec3 col = texture2D(textureSampler, 0.5 - 0.495 * uv).xyz; - - gl_FragColor = vec4(col / (0.1 + w), 1.0); -} \ No newline at end of file diff --git a/java/examples/Topics/Shaders/Landscape/Landscape.pde b/java/examples/Topics/Shaders/Landscape/Landscape.pde deleted file mode 100644 index 8b508d172..000000000 --- a/java/examples/Topics/Shaders/Landscape/Landscape.pde +++ /dev/null @@ -1,16 +0,0 @@ -PShader landscape; - -void setup() { - size(320, 240, P2D); - - landscape = loadShader("landscape.glsl"); - landscape.set("resolution", float(width), float(height)); - noStroke(); -} - -void draw() { - landscape.set("time", millis() / 1000.0); - landscape.set("mouse", float(mouseX), height - float(mouseY)); - shader(landscape); - rect(0, 0, width, height); -} diff --git a/java/examples/Topics/Shaders/Landscape/data/landscape.glsl b/java/examples/Topics/Shaders/Landscape/data/landscape.glsl deleted file mode 100644 index fc0ce0ac6..000000000 --- a/java/examples/Topics/Shaders/Landscape/data/landscape.glsl +++ /dev/null @@ -1,220 +0,0 @@ - // Some hills... -// rotwang: @mod* lowered cam for better flight feeling -// @mod+ mouse y controls flight height -// @mod* some color tests -// @mod+ Canyon -// @emackey: Simple sky blue (no clouds...) -// @rotwang: mod* sky gradient, different terrain front and backcolor -// @mod* stripes texture -// @mod* terrain variation -// @psonice flyover adjusted so height depends on terrain. WOuld be better with spline interpolation, if you have the time go do it :) -#ifdef GL_ES -precision highp float; -#endif - - -uniform vec2 resolution; -uniform float time; -uniform vec2 mouse; -//Simple raymarching sandbox with camera - -//Raymarching Distance Fields -//About http://www.iquilezles.org/www/articles/raymarchingdf/raymarchingdf.htm -//Also known as Sphere Tracing -//Original seen here: http://twitter.com/#!/paulofalcao/statuses/134807547860353024 - -//Util Start - -mat2 m = mat2( 0.80, 0.60, -0.60, 0.80 ); - -float hash( float n ) -{ - return fract(sin(n)*43758.5453); -} - -float noise( in vec2 x ) -{ - vec2 p = floor(x); - vec2 f = fract(x); - f = f*f*(3.0-2.0*f); - float n = p.x + p.y*57.0; - float res = mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x), mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y); - return res; -} - -float fbm_5oct( vec2 p ) -{ - float f = 0.0; - f += 0.50000*noise( p ); p = m*p*2.02; - f += 0.25000*noise( p ); p = m*p*2.03; - f += 0.12500*noise( p ); p = m*p*2.01; - f += 0.06250*noise( p ); p = m*p*2.04; - f += 0.03125*noise( p ); - return f/0.984375; -} - -float fbm_3oct( vec2 p ) -{ - float f = 0.0; - f += 0.50000*noise( p ); p = m*p*2.02; - f += 0.25000*noise( p ); p = m*p*2.03; - f += 0.12500*noise( p ); p = m*p*2.01; - - return f/0.875; -} - -vec2 ObjUnion(in vec2 obj_floor,in vec2 obj_roundBox){ - if (obj_floor.xMAX_DEPTH) break; - f+=s.x; - p=E+scp*f; - s=inObj(p); - } - - if (f=2.0) i=4.0-i; - d=r/350.0; - d+=sin(d*d*8.0)*0.52; - f=(sin(a*g)+1.0)/2.0; - gl_FragColor=vec4(vec3(f*i/1.6,i/2.0+d/13.0,i)*d*p.x+vec3(i/1.3+d/8.0,i/2.0+d/18.0,i)*d*(1.0-p.x),1.0); -} diff --git a/java/examples/Topics/Shaders/Nebula/Nebula.pde b/java/examples/Topics/Shaders/Nebula/Nebula.pde deleted file mode 100644 index bf5f36ab6..000000000 --- a/java/examples/Topics/Shaders/Nebula/Nebula.pde +++ /dev/null @@ -1,21 +0,0 @@ -/** - * Nebula - */ - -PShader nebula; - -void setup() { - size(640, 360, P2D); - noStroke(); - - nebula = loadShader("nebula.glsl"); - nebula.set("resolution", float(width), float(height)); -} - -void draw() { - nebula.set("time", millis() / 500.0); - shader(nebula); - fill(0); - rect(0, 0, width, height); -} - diff --git a/java/examples/Topics/Shaders/Nebula/data/nebula.glsl b/java/examples/Topics/Shaders/Nebula/data/nebula.glsl deleted file mode 100644 index b9519c37e..000000000 --- a/java/examples/Topics/Shaders/Nebula/data/nebula.glsl +++ /dev/null @@ -1,110 +0,0 @@ -uniform float time; -uniform vec2 resolution; - - -// NEBULA - CoffeeBreakStudios.com (CBS) -// Work in progress... -// -// 3148.26: Switched from classic to simplex noise -// 3148.27: Reduced number of stars -// 3249.0: Switched to fast computed 3D noise. Less quality but ~ 2x faster -// 3249.5: Removed use of random number generator to gain performance -// 3265.0: Added rotation: glsl.heroku.com/e#3005.1 - -//Utility functions - -vec3 fade(vec3 t) { - return vec3(1.0,1.0,1.0);//t*t*t*(t*(t*6.0-15.0)+10.0); -} - -vec2 rotate(vec2 point, float rads) { - float cs = cos(rads); - float sn = sin(rads); - return point * mat2(cs, -sn, sn, cs); -} - -vec4 randomizer4(const vec4 x) -{ - vec4 z = mod(x, vec4(5612.0)); - z = mod(z, vec4(3.1415927 * 2.0)); - return(fract(cos(z) * vec4(56812.5453))); -} - -// Fast computed noise -// http://www.gamedev.net/topic/502913-fast-computed-noise/ - -const float A = 1.0; -const float B = 57.0; -const float C = 113.0; -const vec3 ABC = vec3(A, B, C); -const vec4 A3 = vec4(0, B, C, C+B); -const vec4 A4 = vec4(A, A+B, C+A, C+A+B); - -float cnoise4(const in vec3 xx) -{ - vec3 x = mod(xx + 32768.0, 65536.0); - vec3 ix = floor(x); - vec3 fx = fract(x); - vec3 wx = fx*fx*(3.0-2.0*fx); - float nn = dot(ix, ABC); - - vec4 N1 = nn + A3; - vec4 N2 = nn + A4; - vec4 R1 = randomizer4(N1); - vec4 R2 = randomizer4(N2); - vec4 R = mix(R1, R2, wx.x); - float re = mix(mix(R.x, R.y, wx.y), mix(R.z, R.w, wx.y), wx.z); - - return 1.0 - 2.0 * re; -} -float surface3 ( vec3 coord, float frequency ) { - - float n = 0.0; - - n += 1.0 * abs( cnoise4( coord * frequency ) ); - n += 0.5 * abs( cnoise4( coord * frequency * 2.0 ) ); - n += 0.25 * abs( cnoise4( coord * frequency * 4.0 ) ); - n += 0.125 * abs( cnoise4( coord * frequency * 8.0 ) ); - n += 0.0625 * abs( cnoise4( coord * frequency * 16.0 ) ); - - return n; -} - -void main( void ) { - float rads = radians(time*3.15); - vec2 position = gl_FragCoord.xy / resolution.xy; - position += rotate(position, rads); - float n = surface3(vec3(position*sin(time*0.1), time * 0.05)*mat3(1,0,0,0,.8,.6,0,-.6,.8),0.9); - float n2 = surface3(vec3(position*cos(time*0.1), time * 0.04)*mat3(1,0,0,0,.8,.6,0,-.6,.8),0.8); - float lum = length(n); - float lum2 = length(n2); - - vec3 tc = pow(vec3(1.0-lum),vec3(sin(position.x)+cos(time)+4.0,8.0+sin(time)+4.0,8.0)); - vec3 tc2 = pow(vec3(1.1-lum2),vec3(5.0,position.y+cos(time)+7.0,sin(position.x)+sin(time)+2.0)); - vec3 curr_color = (tc*0.8) + (tc2*0.5); - - - //Let's draw some stars - - float scale = sin(0.3 * time) + 5.0; - vec2 position2 = (((gl_FragCoord.xy / resolution) - 0.5) * scale); - float gradient = 0.0; - vec3 color = vec3(0.0); - float fade = 0.0; - float z = 0.0; - vec2 centered_coord = position2 - vec2(sin(time*0.1),sin(time*0.1)); - centered_coord = rotate(centered_coord, rads); - - for (float i=1.0; i<=60.0; i++) - { - vec2 star_pos = vec2(sin(i) * 250.0, sin(i*i*i) * 250.0); - float z = mod(i*i - 10.0*time, 256.0); - float fade = (256.0 - z) /256.0; - vec2 blob_coord = star_pos / z; - gradient += ((fade / 384.0) / pow(length(centered_coord - blob_coord), 1.5)) * ( fade); - } - - curr_color += gradient; - - gl_FragColor = vec4(curr_color, 1.0); -} \ No newline at end of file