From 356f94fc355f36c16e48555d10c2377dff4b7554 Mon Sep 17 00:00:00 2001 From: Travis CI Date: Tue, 17 Mar 2015 22:38:45 +0000 Subject: Gem 096ed6ef786b7a9d6e11a437ff8526619c89a1fd osx/x86_64 built 'coverity_scan:096ed6ef786b7a9d6e11a437ff8526619c89a1fd' for osx/x86_64 --- Gem/examples/10.glsl/link.frag | 164 ----------------------------------------- 1 file changed, 164 deletions(-) delete mode 100644 Gem/examples/10.glsl/link.frag (limited to 'Gem/examples/10.glsl/link.frag') diff --git a/Gem/examples/10.glsl/link.frag b/Gem/examples/10.glsl/link.frag deleted file mode 100644 index 053cd5e..0000000 --- a/Gem/examples/10.glsl/link.frag +++ /dev/null @@ -1,164 +0,0 @@ -// Cyrille Henry 2008 -#extension GL_ARB_texture_rectangle : enable - -uniform sampler2DRect texture_mass, texture_mass_old, texture_normal; -uniform float init, gravite; -uniform vec2 wind; -uniform float D; -uniform float K1; // rigiditée liaison -uniform float W,f,N; // amplitude du Wind et frequence; Noise -uniform float t; //temps - -varying vec2 coord; - -vec2 test1(vec2 V) -{ -// return(max(min(V,vec2(64.)),vec2(0.))); - return(V); -} - -void main (void) -{ - vec4 force = vec4(0,1.,0.,1.); - - if ( (coord.x < 92.) && (coord.y < 64.) ) - { - vec3 dist; - float taille; - - vec4 pos = texture2DRect(texture_mass, coord );// -vec4(0.5); - vec4 pos_old = texture2DRect(texture_mass_old,coord );// -vec4(0.5); - vec4 posG = texture2DRect(texture_mass, (coord+vec2(-1., 0.)));// -vec4(0.5); - vec4 posD = texture2DRect(texture_mass, (coord+vec2( 1., 0.)));// -vec4(0.5); - vec4 posH = texture2DRect(texture_mass, (coord+vec2( 0., 1.)));// -vec4(0.5); - vec4 posB = texture2DRect(texture_mass, (coord+vec2( 0.,-1.)));// -vec4(0.5); - vec4 posHD = texture2DRect(texture_mass, (coord+vec2( 1.,-1.)));// -vec4(0.5); - vec4 posBG = texture2DRect(texture_mass, (coord+vec2(-1., 1.)));// -vec4(0.5); - vec4 posHG = texture2DRect(texture_mass, (coord+vec2( 1., 1.)));// -vec4(0.5); - vec4 posBD = texture2DRect(texture_mass, (coord+vec2(-1.,-1.)));// -vec4(0.5); - vec4 pos2G = texture2DRect(texture_mass, (coord+vec2(-2., 0.)));// -vec4(0.5); - vec4 pos2D = texture2DRect(texture_mass, (coord+vec2( 2., 0.)));// -vec4(0.5); - vec4 pos2H = texture2DRect(texture_mass, (coord+vec2( 0., 2.)));// -vec4(0.5); - vec4 pos2B = texture2DRect(texture_mass, (coord+vec2( 0.,-2.)));// -vec4(0.5); - // lecture des position des masses voisinnes - - force = pos-pos_old; - // ajout de la force d'inertie (conservation de la vitesse) - - force *= 1.-D; - // damping relatif a un point fix - // ATTENTION, c'est le seul damping du system! - - - // 4 liens direct (gauche / droite et haut / bas) - // on ajoute une force ssi la taille est > 0 - // on limite aussi ds l'espace pour ne prendre en compte que le lien valide (effet de bord) - - dist = pos.xyz - posG.xyz ; - taille = length(dist) ; - if ( (taille > 0.) && (coord.x > 1.) ) - { force.xyz += -K1 * (taille - 1./1000.)* normalize(dist); } - - dist = pos.xyz - posD.xyz ; - taille = length(dist) ; - if ( (taille > 0.) && (coord.x < 91.) ) - { force.xyz += -K1 * (taille - 1./1000.)* normalize(dist); } - - dist = pos.xyz - posH.xyz ; - taille = length(dist) ; - if ( (taille > 0.) && (coord.y < 63.) ) - { force.xyz += -K1 * (taille - 1./1000.)* normalize(dist); } - - dist = pos.xyz - posB.xyz ; - taille = length(dist) ; - if ( (taille > 0.) && (coord.y > 1.) ) - { force.xyz += -K1 * (taille - 1./1000.)* normalize(dist); } - - // 4 liens diagonaux (haut gauche, bas droite, etc) - dist = pos.xyz - posHD.xyz ; - taille = length(dist) ; - if ( (taille > 0.) && (coord.x < 91.) && (coord.y > 1.) ) - { force.xyz += -K1 * (taille - 1.4142/1000.)* normalize(dist); } - - dist = pos.xyz - posBG.xyz ; - taille = length(dist) ; - if ( (taille > 0.) && (coord.x > 1.) && (coord.y < 63.) ) - { force.xyz += -K1 * (taille - 1.4142/1000.)* normalize(dist); } - - dist = pos.xyz - posHG.xyz ; - taille = length(dist) ; - if ( (taille > 0.) && (coord.x < 91.) && (coord.y < 63.) ) - { force.xyz += -K1 * (taille - 1.4142/1000.)* normalize(dist); } - - dist = pos.xyz - posBD.xyz ; - taille = length(dist) ; - if ( (taille > 0.) && (coord.x > 1.) && (coord.y > 1.) ) - { force.xyz += -K1 * (taille - 1.4142/1000.)* normalize(dist); } - - // 4 liens double longeur (rigidité de flexion) - dist = pos.xyz - pos2G.xyz ; - taille = length(dist) ; - if ( (taille > 0.) && (coord.x > 2.) ) - { force.xyz += -K1 * (taille - 2./1000.)* normalize(dist); } - - dist = pos.xyz - pos2D.xyz ; - taille = length(dist) ; - if ( (taille > 0.) && (coord.x < 90.) ) - { force.xyz += -K1 * (taille - 2./1000.)* normalize(dist); } - - dist = pos.xyz - pos2H.xyz ; - taille = length(dist) ; - if ( (taille > 0.) && (coord.y < 62.) ) - { force.xyz += -K1 * (taille - 2./1000.)* normalize(dist); } - - dist = pos.xyz - pos2B.xyz ; - taille = length(dist) ; - if ( (taille > 0.) && (coord.y > 2.) ) - { force.xyz += -K1 * (taille - 2./1000.)* normalize(dist); } - - // autres forces - vec4 normal = texture2DRect(texture_normal, coord*64.) -vec4(0.5); - normal = normalize(normal); - // float force_wind = abs(dot(normalize(vec3(wind.xy,0.)),normal.xyz)); - - force.r += wind.x/100.; - force.g += gravite/100.; - force.b += wind.y/100.; - - // ajout d'une force sinusoidal perpendiculaire a la direction du vent - float W_sin = cos(-t + f*0.01*gl_TexCoord[0].s); - W_sin *= 91.- gl_TexCoord[0].s; - W_sin /= 91.; - W_sin *= 91.- gl_TexCoord[0].s; - W_sin /= 91.; - - W_sin *= gl_TexCoord[0].t + 50.; - W_sin /= 63.; - W_sin *= gl_TexCoord[0].t + 50.; - W_sin /= 63.; - - force.x += W*(-wind.y*W_sin); - force.z += W*( wind.x*W_sin); - - // ajout d'un pseuo buit - float W_noiseX = cos(t + 0.353 * coord.t + 0.0234434* coord.s + 345.2342); - W_noiseX = cos(123456.35345 * W_noiseX + 234.23); - float W_noiseY = cos(-2.2 * t + 6235.457456 * W_noiseX + 567.456); - float W_noiseZ = cos(5.*t + 8976457.457 * W_noiseX + 3464.54); - W_noiseX = cos(323344.64345 * W_noiseX + 567.45); - - force.x += 0.00001 * N * W_noiseX; - force.y += 0.00001 * N * W_noiseY; - force.z += 0.00001 * N * W_noiseZ; - - - // preparation de la sortie - force = min(max(force,vec4(-0.5)),vec4(0.5)); - // min et max pour virer les +inf - force += vec4(0.5,0.5,0.5,1.); - // ajout de l'ofset pour etre entre 0 et 1 - force.a = 1.; - // on vire la 4eme composante au cas ou. - } - gl_FragColor = mix(force,vec4(0.5,0.5,0.5,1.),init); -} -- cgit v1.2.1