From 095b7e513f736567848173f2572d8b329ad75af9 Mon Sep 17 00:00:00 2001 From: Travis CI Date: Thu, 19 Mar 2015 19:32:08 +0000 Subject: Gem 206d71791bc3642e8c5391a4c59c30ba7411fab8 osx/x86_64 built 'coverity_scan:206d71791bc3642e8c5391a4c59c30ba7411fab8' for osx/x86_64 --- Gem/examples/10.glsl/01.simple_texture.pd | 124 -- Gem/examples/10.glsl/02.primitive_distortion.pd | 125 -- Gem/examples/10.glsl/03.texture_distortion.pd | 144 --- Gem/examples/10.glsl/04.game_of_life.pd | 138 --- Gem/examples/10.glsl/05.multitexture.pd | 201 ---- Gem/examples/10.glsl/05.multitexture_bis.pd | 200 ---- Gem/examples/10.glsl/06.rectangle_multitexture.pd | 199 ---- Gem/examples/10.glsl/07.framebuffer_and_shader.pd | 418 ------- Gem/examples/10.glsl/08.multi_pass_rendering.pd | 341 ------ Gem/examples/10.glsl/09.vertex_texture_fetching.pd | 142 --- Gem/examples/10.glsl/10.GPGPU_Physical_model.pd | 1246 -------------------- Gem/examples/10.glsl/11.geometry.pd | 123 -- Gem/examples/10.glsl/12.tri2fan.pd | 157 --- Gem/examples/10.glsl/13.panoramique.pd | 525 --------- Gem/examples/10.glsl/14.blur.pd | 177 --- .../10.glsl/15.bicubic_image_interpolation.pd | 63 - Gem/examples/10.glsl/GLSL_mix.frag | 35 - Gem/examples/10.glsl/GLSL_mix.vert | 9 - Gem/examples/10.glsl/P_distord.frag | 19 - Gem/examples/10.glsl/P_distord.vert | 21 - Gem/examples/10.glsl/T_distord.frag | 31 - Gem/examples/10.glsl/T_distord.vert | 9 - Gem/examples/10.glsl/_glsl.pd | 73 -- Gem/examples/10.glsl/bicubic_interpolation.frag | 90 -- Gem/examples/10.glsl/bicubic_interpolation.vert | 8 - Gem/examples/10.glsl/blur.frag | 18 - Gem/examples/10.glsl/blur.vert | 9 - Gem/examples/10.glsl/cam1.jpg | Bin 311441 -> 0 bytes Gem/examples/10.glsl/cam2.jpg | Bin 395309 -> 0 bytes Gem/examples/10.glsl/cam3.jpg | Bin 323041 -> 0 bytes Gem/examples/10.glsl/cam4.jpg | Bin 326880 -> 0 bytes Gem/examples/10.glsl/fetching.frag | 8 - Gem/examples/10.glsl/fetching.vert | 15 - Gem/examples/10.glsl/fetching2.frag | 56 - Gem/examples/10.glsl/fetching2.vert | 21 - Gem/examples/10.glsl/game.frag | 30 - Gem/examples/10.glsl/game.vert | 14 - Gem/examples/10.glsl/geo.frag | 8 - Gem/examples/10.glsl/geo.geom | 28 - Gem/examples/10.glsl/geo.vert | 7 - Gem/examples/10.glsl/img1.jpg | Bin 156747 -> 0 bytes Gem/examples/10.glsl/img2.jpg | Bin 152179 -> 0 bytes Gem/examples/10.glsl/img3.jpg | Bin 193808 -> 0 bytes Gem/examples/10.glsl/interpol.frag | 13 - Gem/examples/10.glsl/link.frag | 164 --- Gem/examples/10.glsl/link.vert | 10 - Gem/examples/10.glsl/mass.frag | 34 - Gem/examples/10.glsl/mass.vert | 10 - Gem/examples/10.glsl/multitexture.frag | 13 - Gem/examples/10.glsl/multitexture.vert | 11 - Gem/examples/10.glsl/multitexture_rect.frag | 15 - Gem/examples/10.glsl/multitexture_rect.vert | 11 - Gem/examples/10.glsl/normal.frag | 37 - Gem/examples/10.glsl/normal.vert | 10 - Gem/examples/10.glsl/panoramique.frag | 28 - Gem/examples/10.glsl/panoramique.vert | 5 - Gem/examples/10.glsl/single_blur.pd | 55 - Gem/examples/10.glsl/texture.frag | 16 - Gem/examples/10.glsl/texture.vert | 8 - Gem/examples/10.glsl/texture_rect.frag | 16 - Gem/examples/10.glsl/tri2fan.frag | 6 - Gem/examples/10.glsl/tri2fan.geom | 51 - Gem/examples/10.glsl/tri2fan.vert | 6 - Gem/examples/10.glsl/vague.frag | 23 - Gem/examples/10.glsl/wave.frag | 40 - 65 files changed, 5414 deletions(-) delete mode 100644 Gem/examples/10.glsl/01.simple_texture.pd delete mode 100644 Gem/examples/10.glsl/02.primitive_distortion.pd delete mode 100644 Gem/examples/10.glsl/03.texture_distortion.pd delete mode 100644 Gem/examples/10.glsl/04.game_of_life.pd delete mode 100644 Gem/examples/10.glsl/05.multitexture.pd delete mode 100644 Gem/examples/10.glsl/05.multitexture_bis.pd delete mode 100644 Gem/examples/10.glsl/06.rectangle_multitexture.pd delete mode 100644 Gem/examples/10.glsl/07.framebuffer_and_shader.pd delete mode 100644 Gem/examples/10.glsl/08.multi_pass_rendering.pd delete mode 100644 Gem/examples/10.glsl/09.vertex_texture_fetching.pd delete mode 100644 Gem/examples/10.glsl/10.GPGPU_Physical_model.pd delete mode 100644 Gem/examples/10.glsl/11.geometry.pd delete mode 100644 Gem/examples/10.glsl/12.tri2fan.pd delete mode 100644 Gem/examples/10.glsl/13.panoramique.pd delete mode 100644 Gem/examples/10.glsl/14.blur.pd delete mode 100644 Gem/examples/10.glsl/15.bicubic_image_interpolation.pd delete mode 100644 Gem/examples/10.glsl/GLSL_mix.frag delete mode 100644 Gem/examples/10.glsl/GLSL_mix.vert delete mode 100644 Gem/examples/10.glsl/P_distord.frag delete mode 100644 Gem/examples/10.glsl/P_distord.vert delete mode 100644 Gem/examples/10.glsl/T_distord.frag delete mode 100644 Gem/examples/10.glsl/T_distord.vert delete mode 100644 Gem/examples/10.glsl/_glsl.pd delete mode 100644 Gem/examples/10.glsl/bicubic_interpolation.frag delete mode 100644 Gem/examples/10.glsl/bicubic_interpolation.vert delete mode 100644 Gem/examples/10.glsl/blur.frag delete mode 100644 Gem/examples/10.glsl/blur.vert delete mode 100644 Gem/examples/10.glsl/cam1.jpg delete mode 100644 Gem/examples/10.glsl/cam2.jpg delete mode 100644 Gem/examples/10.glsl/cam3.jpg delete mode 100644 Gem/examples/10.glsl/cam4.jpg delete mode 100644 Gem/examples/10.glsl/fetching.frag delete mode 100644 Gem/examples/10.glsl/fetching.vert delete mode 100644 Gem/examples/10.glsl/fetching2.frag delete mode 100644 Gem/examples/10.glsl/fetching2.vert delete mode 100644 Gem/examples/10.glsl/game.frag delete mode 100644 Gem/examples/10.glsl/game.vert delete mode 100644 Gem/examples/10.glsl/geo.frag delete mode 100644 Gem/examples/10.glsl/geo.geom delete mode 100644 Gem/examples/10.glsl/geo.vert delete mode 100644 Gem/examples/10.glsl/img1.jpg delete mode 100644 Gem/examples/10.glsl/img2.jpg delete mode 100644 Gem/examples/10.glsl/img3.jpg delete mode 100644 Gem/examples/10.glsl/interpol.frag delete mode 100644 Gem/examples/10.glsl/link.frag delete mode 100644 Gem/examples/10.glsl/link.vert delete mode 100644 Gem/examples/10.glsl/mass.frag delete mode 100644 Gem/examples/10.glsl/mass.vert delete mode 100644 Gem/examples/10.glsl/multitexture.frag delete mode 100644 Gem/examples/10.glsl/multitexture.vert delete mode 100644 Gem/examples/10.glsl/multitexture_rect.frag delete mode 100644 Gem/examples/10.glsl/multitexture_rect.vert delete mode 100644 Gem/examples/10.glsl/normal.frag delete mode 100644 Gem/examples/10.glsl/normal.vert delete mode 100644 Gem/examples/10.glsl/panoramique.frag delete mode 100644 Gem/examples/10.glsl/panoramique.vert delete mode 100644 Gem/examples/10.glsl/single_blur.pd delete mode 100644 Gem/examples/10.glsl/texture.frag delete mode 100644 Gem/examples/10.glsl/texture.vert delete mode 100644 Gem/examples/10.glsl/texture_rect.frag delete mode 100644 Gem/examples/10.glsl/tri2fan.frag delete mode 100644 Gem/examples/10.glsl/tri2fan.geom delete mode 100644 Gem/examples/10.glsl/tri2fan.vert delete mode 100644 Gem/examples/10.glsl/vague.frag delete mode 100644 Gem/examples/10.glsl/wave.frag (limited to 'Gem/examples/10.glsl') diff --git a/Gem/examples/10.glsl/01.simple_texture.pd b/Gem/examples/10.glsl/01.simple_texture.pd deleted file mode 100644 index 2d1c6ba..0000000 --- a/Gem/examples/10.glsl/01.simple_texture.pd +++ /dev/null @@ -1,124 +0,0 @@ -#N canvas 486 82 722 633 10; -#X obj 76 22 gemhead; -#X obj 76 367 glsl_program; -#X obj 169 329 print linking; -#X obj 76 411 rotateXYZ; -#X floatatom 96 389 5 0 0 0 - - -; -#X floatatom 140 389 5 0 0 0 - - -; -#X floatatom 182 389 5 0 0 0 - - -; -#X obj 76 580 pix_texture; -#X msg 548 116 color 1 0 0; -#X obj 106 69 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1 --1; -#X msg 106 154 open texture.frag; -#X obj 76 197 glsl_fragment; -#X text 215 459 <- load texture; -#X obj 106 535 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 1 -1; -#X obj 76 489 pix_image img1.jpg; -#X msg 103 460 open img2.jpg; -#X msg 243 154 open texture_rect.frag; -#X msg 114 114 0; -#X obj 243 72 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1 --1; -#X text 275 70 <-load an other shader; -#X text 279 84 (using rectangular texturing); -#X msg 254 113 1; -#X msg 351 258 B \$1; -#X msg 364 297 C \$1; -#X floatatom 351 241 5 0 0 0 - - -; -#X floatatom 364 280 5 0 0 0 - - -; -#X text 408 280 <- adjust Contrast; -#X text 400 240 <- adjust Brightness; -#X text 138 67 <- load shader; -#X obj 76 604 square 3; -#N canvas 87 154 247 179 Gem.init 0; -#X obj 118 46 loadbang; -#X msg 118 81 reset; -#X obj 118 113 outlet; -#X connect 0 0 1 0; -#X connect 1 0 2 0; -#X restore 566 142 pd Gem.init; -#N canvas 340 107 682 322 gemwin 0; -#X obj 102 122 tgl 15 0 \$0-gemstart \$0-gemstart empty 17 7 0 10 -262144 --1 -1 1 1; -#X obj 102 161 r \$0-gemstart; -#X obj 102 182 select 1 0; -#X msg 102 214 create \, 1; -#X msg 177 215 destroy; -#X obj 102 239 t a; -#X obj 318 54 inlet; -#X obj 318 255 gemwin; -#X obj 318 100 t a a; -#X obj 318 287 outlet; -#X obj 350 128 route create destroy; -#X obj 350 150 t b; 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connect 7 0 29 0; -#X connect 8 0 31 0; -#X connect 9 0 10 0; -#X connect 9 0 17 0; -#X connect 10 0 11 0; -#X connect 11 0 1 0; -#X connect 11 1 40 0; -#X connect 13 0 32 0; -#X connect 14 0 7 0; -#X connect 15 0 14 0; -#X connect 16 0 11 0; -#X connect 17 0 34 0; -#X connect 18 0 16 0; -#X connect 18 0 21 0; -#X connect 21 0 33 0; -#X connect 22 0 1 0; -#X connect 23 0 1 0; -#X connect 24 0 22 0; -#X connect 25 0 23 0; -#X connect 30 0 31 0; -#X connect 32 0 7 0; -#X connect 35 0 13 0; -#X connect 36 0 11 0; -#X connect 37 0 1 0; -#X connect 39 0 1 0; -#X connect 39 0 2 0; -#X connect 40 0 39 0; diff --git a/Gem/examples/10.glsl/02.primitive_distortion.pd b/Gem/examples/10.glsl/02.primitive_distortion.pd deleted file mode 100644 index 9a5280a..0000000 --- a/Gem/examples/10.glsl/02.primitive_distortion.pd +++ /dev/null @@ -1,125 +0,0 @@ -#N canvas 462 82 520 667 10; -#X obj 74 -1 gemhead; -#X msg 29 80 print; -#X obj 74 262 glsl_program; -#X obj 146 121 change; -#X msg 98 233 print; 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rotateXYZ -90 0 0; -#X msg 292 177 0.1; -#X obj 74 328 pix_image img3.jpg; -#X msg 88 80 open P_distord.vert; -#X text 69 527 this shader create a dirty pseudo random value \, and -move all vertices separatly; -#N canvas 87 154 247 179 Gem.init 0; -#X obj 118 46 loadbang; -#X msg 118 81 reset; -#X obj 118 113 outlet; -#X connect 0 0 1 0; -#X connect 1 0 2 0; -#X restore 389 41 pd Gem.init; -#N canvas 340 107 682 322 gemwin 0; -#X obj 102 122 tgl 15 0 \$0-gemstart \$0-gemstart empty 17 7 0 10 -262144 --1 -1 1 1; -#X obj 102 161 r \$0-gemstart; -#X obj 102 182 select 1 0; -#X msg 102 214 create \, 1; -#X msg 177 215 destroy; -#X obj 102 239 t a; -#X obj 318 54 inlet; -#X obj 318 255 gemwin; -#X obj 318 100 t a a; -#X obj 318 287 outlet; -#X obj 350 128 route create destroy; -#X obj 350 150 t b; -#X msg 350 172 1; -#X obj 390 150 t b; -#X msg 390 172 0; -#X obj 350 195 t f; -#X msg 350 219 set \$1; -#X text 118 122 rendering; -#X connect 1 0 2 0; -#X connect 2 0 3 0; -#X connect 2 1 4 0; 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0 28 0; -#X connect 29 0 8 0; -#X connect 30 0 2 0; -#X connect 30 0 6 0; diff --git a/Gem/examples/10.glsl/03.texture_distortion.pd b/Gem/examples/10.glsl/03.texture_distortion.pd deleted file mode 100644 index be30c96..0000000 --- a/Gem/examples/10.glsl/03.texture_distortion.pd +++ /dev/null @@ -1,144 +0,0 @@ -#N canvas 10 10 552 667 10; -#X text 381 660 ch 20007; -#X obj 74 -1 gemhead; -#X msg 29 80 print; -#X obj 74 382 glsl_program; -#X obj 147 281 pack 0 0; -#X msg 31 162 print; -#X obj 168 261 t b f; -#X obj 168 216 change; -#X obj 146 121 change; -#X msg 147 304 link \$1 \$2; -#X msg 98 353 print; -#X floatatom 168 242 2 0 0 0 ID - -; -#X floatatom 146 144 2 0 0 0 ID - -; -#X obj 165 325 print linking; -#X obj 74 196 glsl_fragment; -#X obj 74 102 glsl_vertex; -#X obj 74 571 pix_texture; -#X obj 124 59 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1 --1; -#X obj 74 24 alpha; -#X obj 124 522 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 0 -1; -#X floatatom 361 352 5 0 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-#X connect 38 0 16 0; diff --git a/Gem/examples/10.glsl/04.game_of_life.pd b/Gem/examples/10.glsl/04.game_of_life.pd deleted file mode 100644 index 16ccb57..0000000 --- a/Gem/examples/10.glsl/04.game_of_life.pd +++ /dev/null @@ -1,138 +0,0 @@ -#N canvas 10 10 599 681 10; -#X obj 316 488 pix_snap2tex; -#X msg 356 461 0 0; -#X msg 402 460 500 500; -#X obj 356 438 t b b; -#X obj 316 513 alpha; -#X obj 316 563 square 4; -#X msg 52 75 frame \$1; -#X floatatom 52 57 5 0 0 0 - - -; -#X obj 356 419 loadbang; -#X msg 271 95 print; -#X obj 316 370 glsl_program; -#X obj 389 296 pack 0 0; -#X msg 273 177 print; -#X obj 410 276 t b f; -#X obj 410 231 change; -#X obj 388 136 change; -#X msg 389 321 link \$1 \$2; -#X msg 272 333 print; -#X floatatom 410 257 2 0 0 0 ID - -; -#X floatatom 388 159 2 0 0 0 ID - -; -#X obj 407 342 print linking; -#X obj 316 211 glsl_fragment; -#X obj 316 117 glsl_vertex; -#X obj 338 68 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1 --1; -#X obj 316 37 gemhead -1; 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0; -#X connect 8 0 3 0; -#X connect 9 0 22 0; -#X connect 10 0 36 0; -#X connect 11 0 16 0; -#X connect 12 0 21 0; -#X connect 13 0 11 0; -#X connect 13 1 11 1; -#X connect 14 0 18 0; -#X connect 15 0 19 0; -#X connect 16 0 10 0; -#X connect 16 0 20 0; -#X connect 17 0 10 0; -#X connect 18 0 13 0; -#X connect 19 0 11 0; -#X connect 21 0 10 0; -#X connect 21 1 14 0; -#X connect 22 0 21 0; -#X connect 22 1 15 0; -#X connect 23 0 26 0; -#X connect 23 0 27 0; -#X connect 24 0 22 0; -#X connect 25 0 5 0; -#X connect 26 0 22 0; -#X connect 27 0 21 0; -#X connect 28 0 29 0; -#X connect 29 0 30 0; -#X connect 30 0 31 0; -#X connect 32 0 33 0; -#X connect 33 0 28 0; -#X connect 36 0 0 0; -#X connect 36 1 0 0; -#X connect 37 0 39 0; -#X connect 38 0 40 0; -#X connect 39 0 31 1; -#X connect 40 0 31 2; -#X connect 43 0 44 0; diff --git a/Gem/examples/10.glsl/05.multitexture.pd b/Gem/examples/10.glsl/05.multitexture.pd deleted file mode 100644 index d80c9a4..0000000 --- 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-#X connect 28 0 0 0; -#X connect 29 0 52 0; -#X connect 30 0 29 0; -#X connect 31 0 32 0; -#X connect 32 0 18 0; -#X connect 33 0 34 0; -#X connect 34 0 35 0; -#X connect 35 0 19 1; -#X connect 43 0 45 0; -#X connect 45 0 20 1; -#X connect 46 0 43 0; -#X connect 49 0 2 0; -#X connect 50 0 51 0; -#X connect 52 0 1 0; -#X connect 54 0 53 0; -#X connect 55 0 20 0; -#X connect 56 0 57 0; -#X connect 57 0 54 0; -#X connect 58 0 5 0; -#X connect 59 0 2 0; diff --git a/Gem/examples/10.glsl/09.vertex_texture_fetching.pd b/Gem/examples/10.glsl/09.vertex_texture_fetching.pd deleted file mode 100644 index e1439c4..0000000 --- a/Gem/examples/10.glsl/09.vertex_texture_fetching.pd +++ /dev/null @@ -1,142 +0,0 @@ -#N canvas 239 0 785 526 10; -#X obj 504 69 gemhead; -#X obj 576 346 pack 0 0; -#X obj 597 326 t b f; -#X msg 576 369 link \$1 \$2; -#X floatatom 597 307 2 0 0 0 ID - -; -#X floatatom 576 206 2 0 0 0 ID - -; -#X obj 594 390 print linking; -#X obj 504 480 pix_texture; -#X obj 540 118 bng 15 250 50 0 empty empty empty 17 7 0 10 -262144 --1 -1; 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-#X text 306 603 this example uses the framebuffer image in the vertex -shader in the same way you can do in the pixel shader. 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-#X connect 1 0 2 0; -#X connect 3 0 6 0; -#X connect 3 0 9 0; -#X connect 4 0 7 0; -#X connect 4 0 13 0; -#X connect 6 0 0 0; -#X connect 7 0 0 1; -#X connect 8 0 10 0; -#X connect 9 0 8 0; -#X connect 9 1 8 1; -#X connect 10 0 11 0; -#X connect 11 0 14 0; -#X connect 12 0 10 1; -#X connect 13 0 12 0; -#X connect 13 1 12 1; -#X connect 14 0 15 0; -#X connect 15 0 5 0; -#X restore 445 397 pd wind-control.; -#X text 28 20 Simple version for Gem examples; -#X text 29 34 Did work under Linux \, with Nvidia driver. I don't know -on other OS/hardware.; -#X text 29 72 This patch is quite huge. the GPU compute the position -of 64x92 masses \, and 64x92x12 links at 50x20 Hz. (about 7e+07 links/sec -\, so about 100 time faster than what is curently possible with MSD -on a CPU) (My GPU is old \, this patch performs 10 to 50 times faster -on a good GPU); -#X obj 606 346 s qqt_noise; -#X connect 0 0 5 0; -#X connect 2 0 1 0; -#X connect 9 0 10 0; -#X connect 10 0 24 0; -#X connect 11 0 12 0; -#X connect 13 0 7 1; -#X connect 14 0 3 0; -#X connect 16 0 7 0; -#X connect 17 0 20 0; -#X connect 17 1 20 1; -#X connect 18 0 17 0; -#X connect 19 0 17 1; diff --git a/Gem/examples/10.glsl/11.geometry.pd b/Gem/examples/10.glsl/11.geometry.pd deleted file mode 100644 index 1851c8a..0000000 --- a/Gem/examples/10.glsl/11.geometry.pd +++ /dev/null @@ -1,123 +0,0 @@ -#N canvas 197 25 552 632 10; -#X floatatom 132 447 9 0 0 0 ID - -; -#X floatatom 132 279 9 0 0 0 ID - -; -#X obj 150 506 print linking; -#X obj 132 465 pack 0 0 0; -#X floatatom 126 364 9 0 0 0 ID - -; -#X obj 44 139 gemhead; -#X msg 132 485 link \$1 \$2 \$3; -#X obj 44 319 glsl_vertex; -#X obj 44 403 glsl_fragment; -#X obj 44 237 glsl_geometry; -#X obj 44 158 alpha; -#X floatatom 122 531 5 0 0 0 - - -; -#X floatatom 164 531 5 0 0 0 - - -; -#X floatatom 209 532 5 0 0 0 - - -; -#X obj 44 512 glsl_program; -#X msg 182 200 -1; -#X obj 182 156 bng 15 250 50 0 empty empty empty 17 7 0 10 -262144 --1 -1; -#X obj 132 258 change; -#X obj 126 341 change; -#X obj 132 426 change; -#X obj 44 552 translateXYZ 0 0 0; -#X obj 44 197 colorRGB 1 1 1; -#X floatatom 128 174 5 0 0 0 - - -; -#X obj 44 177 depth 1; -#X obj 44 576 circle; -#X obj 182 176 t b b; -#X text 184 7 geometry shader; -#X text 48 28 The geometry shader is usefull to create new geometry -; -#X text 51 47 Here is an example where 40 circles are draw with 1 single -primitive.; -#X text 49 87 Be aware that the geometry shader is computed after the -vertex shader. coordinate are in 2d.; -#X msg 58 217 open geo.geom; -#X msg 56 299 open geo.vert; -#X msg 57 384 open geo.frag; -#X obj 182 136 loadbang; -#X text 205 155 load shaders; -#N canvas 87 154 247 179 Gem.init 0; 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-#X connect 14 0 15 0; -#X connect 15 0 16 0; -#X connect 16 0 0 0; -#X coords 0 -1 1 1 85 40 1 100 100; -#X restore 336 264 pd gemwin; -#X connect 0 0 3 0; -#X connect 1 0 3 2; -#X connect 3 0 6 0; -#X connect 4 0 3 1; -#X connect 5 0 10 0; -#X connect 6 0 2 0; -#X connect 6 0 14 0; -#X connect 7 0 8 0; -#X connect 7 1 18 0; -#X connect 8 0 14 0; -#X connect 8 1 19 0; -#X connect 9 0 7 0; -#X connect 9 1 17 0; -#X connect 10 0 23 0; -#X connect 11 0 20 1; -#X connect 12 0 20 2; -#X connect 13 0 20 3; -#X connect 14 0 20 0; -#X connect 15 0 19 0; -#X connect 16 0 25 0; -#X connect 17 0 1 0; -#X connect 18 0 4 0; -#X connect 19 0 0 0; -#X connect 20 0 24 0; -#X connect 21 0 9 0; -#X connect 22 0 21 2; -#X connect 23 0 21 0; -#X connect 25 0 15 0; -#X connect 25 1 32 0; -#X connect 25 1 30 0; -#X connect 25 1 31 0; -#X connect 30 0 9 0; -#X connect 31 0 7 0; -#X connect 32 0 8 0; -#X connect 33 0 16 0; -#X connect 35 0 36 0; diff --git a/Gem/examples/10.glsl/12.tri2fan.pd b/Gem/examples/10.glsl/12.tri2fan.pd deleted file mode 100644 index 5437d4b..0000000 --- a/Gem/examples/10.glsl/12.tri2fan.pd +++ /dev/null @@ -1,157 +0,0 @@ -#N canvas 1775 56 785 745 10; 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-#X connect 10 0 15 2; -#X connect 11 0 15 3; -#X connect 13 0 14 0; -#X connect 14 0 12 0; -#X connect 15 0 12 0; -#X connect 16 0 4 1; -#X connect 17 0 12 1; -#X connect 18 0 17 0; -#X connect 18 0 16 0; -#X restore 421 253 pd light; -#X obj 161 595 rotateXYZ -55 20 0; -#X floatatom 298 537 5 0 0 0 - - -; -#X text 235 13 replace triangle with 3 triangles thoses orientation -depend on the normal of the original primitive; -#X obj 161 554 scaleXYZ 0.2 0.2 0.2; -#X msg 172 129 auto 1; -#X obj 172 108 loadbang; -#X msg 176 195 open tri2fan.geom; -#X msg 177 286 open tri2fan.vert; -#X msg 178 370 open tri2fan.frag; -#X obj 161 724 newWave 25 25; -#X msg 209 671 D1 0.01 \, D2 0.1; -#X floatatom 520 593 5 0 25 0 - - -; -#X obj 552 635 pack f f; -#X obj 520 611 t f f; -#X msg 552 655 force \$1 \$2 0.3; -#X connect 0 0 3 0; -#X connect 1 0 3 2; -#X connect 3 0 6 0; -#X connect 4 0 3 1; -#X connect 5 0 7 0; -#X connect 6 0 2 0; -#X connect 6 0 11 0; -#X connect 7 0 21 0; -#X connect 8 0 38 1; 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-#X connect 48 0 47 0; -#X connect 49 0 51 0; -#X connect 50 0 52 0; -#X connect 51 0 50 1; -#X connect 51 1 50 0; -#X connect 52 0 47 0; diff --git a/Gem/examples/10.glsl/13.panoramique.pd b/Gem/examples/10.glsl/13.panoramique.pd deleted file mode 100644 index c483a4c..0000000 --- a/Gem/examples/10.glsl/13.panoramique.pd +++ /dev/null @@ -1,525 +0,0 @@ -#N canvas 189 90 1107 660 10; -#X msg 17 91 create \, 1; -#X msg 30 114 0 \, destroy; -#X obj 160 405 pix_texture; -#X obj 169 165 bng 15 250 50 0 empty empty empty 17 7 0 10 -262144 --1 -1; -#N canvas 1338 29 792 790 glsl 0; -#X obj 78 339 glsl_vertex; -#X msg 32 338 print; -#X obj 78 626 glsl_program; -#X obj 163 555 pack 0 0; -#X msg 30 476 print; -#X obj 163 511 change; -#X obj 150 358 change; -#X msg 163 579 link \$1 \$2; -#X msg 32 620 print; -#X obj 77 490 glsl_fragment; -#X floatatom 163 535 2 0 0 0 ID - -; -#X floatatom 150 381 2 0 0 0 ID - -; -#X obj 181 600 print linking; -#X obj 15 21 inlet; -#X obj 78 662 outlet; -#X obj 577 95 inlet; 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-#X msg 831 93 ShadeL \$1; -#X obj 831 72 nbx 5 14 -1e+37 1e+37 0 1 empty empty empty 0 -8 0 10 --262144 -1 -1 23 256; -#X msg 212 486 -1; -#X msg 269 485 -0.75; -#X text 163 486 invert; -#X msg 406 485 -1; -#X msg 463 484 -0.75; -#X text 357 485 invert; -#X msg 605 488 -1; -#X msg 662 487 -0.75; -#X text 556 488 invert; -#X msg 800 489 -1; -#X msg 857 488 -0.75; -#X text 751 489 invert; -#X obj 17 218 gemwin; -#X obj 37 168 loadbang; -#X obj 160 -8 scaleXYZ 4 4 1; -#X obj 353 -8 scaleXYZ 4 4 1; -#X obj 552 -4 scaleXYZ 4 4 1; -#X obj 747 -5 scaleXYZ 4 4 1; -#X text 21 548 This patch allow multiples images to be assembled in -order to dreate a panoramic image.; -#X text 20 575 A shader distord the image to correct distance distortion -\, and allow a fade between 2 images; -#X text 17 602 "dz" depend on the angles between images.; -#X text 462 579 copyright cyrille Henry and iem.; -#X text 463 596 This developement was suported by the COMEDIA project -; -#X floatatom 18 354 5 0 0 0 - - -; -#X msg 18 373 dZ \$1; -#X obj 18 311 r init_shader; -#X msg 18 333 1.62; -#X msg 199 47 1.38; -#X msg 37 192 dimen 1024 256; -#X msg 177 264 thread 0 \, open cam1.jpg; -#X msg 370 265 thread 0 \, open cam2.jpg; -#X msg 569 266 thread 0 \, open cam3.jpg; -#X msg 764 267 thread 0 \, open cam4.jpg; -#X connect 0 0 101 0; -#X connect 1 0 101 0; -#X connect 2 0 32 0; -#X connect 3 0 4 0; -#X connect 4 0 6 0; -#X connect 4 1 49 0; -#X connect 4 1 82 0; -#X connect 5 0 118 0; -#X connect 6 0 9 0; -#X connect 7 0 2 0; -#X connect 8 0 7 0; -#X connect 9 0 2 0; -#X connect 9 1 10 0; -#X connect 9 2 11 0; -#X connect 10 0 4 1; -#X connect 11 0 4 1; -#X connect 12 0 33 0; -#X connect 13 0 14 0; -#X connect 14 0 16 0; -#X connect 14 1 50 0; -#X connect 14 1 84 0; -#X connect 15 0 119 0; -#X connect 16 0 19 0; -#X connect 17 0 12 0; -#X connect 18 0 17 0; -#X connect 19 0 12 0; -#X connect 19 1 20 0; -#X connect 19 2 21 0; -#X connect 20 0 14 1; -#X connect 21 0 14 1; -#X connect 22 0 34 0; -#X connect 23 0 24 0; 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diff --git a/Gem/examples/10.glsl/14.blur.pd b/Gem/examples/10.glsl/14.blur.pd deleted file mode 100644 index ed1c099..0000000 --- a/Gem/examples/10.glsl/14.blur.pd +++ /dev/null @@ -1,177 +0,0 @@ -#N canvas 481 142 778 497 10; -#X obj 16 74 gemhead; -#X obj 16 130 gemframebuffer; -#X obj 129 13 loadbang; -#X obj 16 185 translateXYZ 0 0 -4; -#X obj 14 283 cnv 15 125 200 empty empty empty 20 12 0 14 -228856 -66577 -0; -#X floatatom 82 334 5 0 0 0 - - -; -#X obj 16 362 rotateXYZ 30 30 0; -#X obj 16 385 colorRGB 1 0 1; -#X obj 16 408 teapot 1.5; -#N canvas 385 358 230 231 shunt 0; -#X obj 171 17 inlet; -#X obj 72 67 * -1; -#X obj 72 91 + 1; -#X obj 27 17 inlet; -#X obj 27 200 outlet; -#X obj 126 197 outlet; -#X obj 27 117 spigot 1; -#X obj 126 115 spigot 0; -#X connect 0 0 1 0; -#X connect 0 0 7 1; -#X connect 1 0 2 0; -#X connect 2 0 6 1; -#X connect 3 0 6 0; -#X connect 3 0 7 0; -#X connect 6 0 4 0; -#X connect 7 0 5 0; -#X restore 16 223 pd shunt; -#X obj 81 224 tgl 15 0 empty empty empty 17 7 0 10 -257985 -1 -1 0 -1; 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-#X obj 87 451 single_blur 89 1 0; -#X obj 87 236 single_blur 79 32 0; -#X obj 87 215 single_blur 78 0 32; -#X obj 87 194 single_blur 77 64 0; -#X connect 0 0 2 0; -#X connect 2 0 15 0; -#X connect 3 0 4 0; -#X connect 4 0 5 0; -#X connect 5 0 6 0; -#X connect 6 0 7 0; -#X connect 7 0 8 0; -#X connect 8 0 9 0; -#X connect 9 0 10 0; -#X connect 10 0 11 0; -#X connect 11 0 12 0; -#X connect 12 0 1 0; -#X connect 13 0 3 0; -#X connect 14 0 13 0; -#X connect 15 0 14 0; -#X restore 114 149 pd 14_pass_blur; -#X obj 557 245 pack f f; -#X obj 557 264 s motion_blur; -#X obj 575 205 cos; -#X obj 557 151 / 500; -#X obj 557 171 t f f; -#X obj 610 226 *; -#X obj 628 205 sin; -#X floatatom 596 129 5 0 6.28 0 - - -; -#X obj 596 150 t b f; -#N canvas 0 22 454 304 gemwin 0; -#X obj 132 136 gemwin; -#X obj 67 89 outlet; -#X obj 67 10 inlet; -#X obj 67 41 route create; -#X msg 67 70 set destroy; -#X msg 182 68 set create; -#X msg 132 112 create \, 1; -#X msg 238 112 destroy; -#N canvas 87 154 850 451 Gem.init 0; -#X obj 59 46 loadbang; -#X obj 119 130 outlet; -#X msg 118 81 reset \, dimen 500 500 \, lighting 1 \, title blur \, -frame 20 \,; -#X connect 0 0 2 0; -#X connect 2 0 1 0; -#X restore 289 80 pd Gem.init; -#X obj 75 217 world_light; -#X obj 75 194 gemhead 1; -#X connect 2 0 3 0; -#X connect 3 0 4 0; -#X connect 3 0 6 0; -#X connect 3 1 5 0; -#X connect 3 1 7 0; -#X connect 4 0 1 0; -#X connect 5 0 1 0; -#X connect 6 0 0 0; -#X connect 7 0 0 0; -#X connect 8 0 0 0; -#X connect 10 0 9 0; -#X restore 17 32 pd gemwin; -#X msg 17 8 create; -#X obj 383 89 cnv 15 150 25 empty empty empty 20 12 0 14 -257985 -66577 -0; -#X obj 392 95 hsl 128 15 0 1 0 0 empty empty empty -2 -8 0 10 -262144 --1 -1 0 1; -#X obj 389 140 s blur; -#X obj 389 115 / 500; -#X text 389 69 blur; -#X obj 551 91 cnv 15 150 25 empty empty empty 20 12 0 14 -257985 -66577 -0; -#X obj 560 97 hsl 128 15 0 1 0 0 empty empty empty -2 -8 0 10 -262144 --1 -1 0 1; -#X text 556 67 motion blur; -#X obj 557 226 * 1; -#X text 640 129 angle (radian); -#X connect 0 0 1 0; -#X connect 1 0 3 0; -#X connect 1 1 28 0; -#X connect 2 0 22 0; -#X connect 3 0 9 0; -#X connect 5 0 6 2; -#X connect 5 0 6 1; -#X connect 6 0 7 0; -#X connect 7 0 8 0; -#X connect 9 0 6 0; -#X connect 9 1 16 0; -#X connect 10 0 9 1; -#X connect 12 0 19 0; -#X connect 16 0 12 0; -#X connect 18 0 19 1; -#X connect 19 0 17 0; -#X connect 21 0 1 0; -#X connect 22 0 20 0; -#X connect 23 0 24 0; -#X connect 25 0 23 0; -#X connect 26 0 25 0; -#X connect 27 0 23 0; -#X connect 28 0 23 1; -#X connect 29 0 30 0; -#X connect 31 0 48 1; -#X connect 32 0 33 0; -#X connect 33 0 48 0; -#X connect 33 1 34 0; -#X connect 34 0 29 1; -#X connect 35 0 34 1; -#X connect 36 0 37 0; -#X connect 37 0 32 0; -#X connect 37 1 35 0; -#X connect 37 1 31 0; -#X connect 38 0 39 0; -#X connect 39 0 38 0; -#X connect 41 0 43 0; -#X connect 43 0 42 0; -#X connect 46 0 32 0; -#X connect 48 0 29 0; diff --git a/Gem/examples/10.glsl/15.bicubic_image_interpolation.pd b/Gem/examples/10.glsl/15.bicubic_image_interpolation.pd deleted file mode 100644 index e1ae128..0000000 --- a/Gem/examples/10.glsl/15.bicubic_image_interpolation.pd +++ /dev/null @@ -1,63 +0,0 @@ -#N canvas 722 145 681 529 10; -#X obj 232 189 gemhead; -#X obj 232 356 pix_noise 5 5; -#X obj 232 446 pix_texture; -#X obj 232 465 square 4; -#X msg 240 403 rectangle 1; -#X obj 240 382 loadbang; -#X obj 242 222 bng 15 250 50 0 empty empty empty 17 7 0 10 -262144 --1 -1; -#X floatatom 250 272 5 0 0 0 - - -; -#X obj 35 196 gemwin; -#X msg 250 334 set \$1 \$2; -#X obj 250 314 pack f f; -#X obj 303 288 t b f; -#X floatatom 303 271 5 0 0 0 - - -; -#X msg 35 151 create \, 1; -#X msg 42 173 0 \, destroy; -#X obj 232 243 _glsl bicubic_interpolation; -#X obj 436 191 gemhead; -#X msg 358 408 quality \$1; -#X obj 358 389 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 1 -1; -#X obj 33 246 vradio 15 1 1 3 empty empty empty 0 -8 0 10 -262144 -1 --1 0; -#X text 53 246 bicubic interpolation; -#X text 53 264 bilinear interpolation; -#X text 55 276 no interpolation; -#X obj 33 304 s sel_interpolation; -#X obj 232 169 == 0; -#X obj 232 149 r sel_interpolation; -#X obj 436 152 r sel_interpolation; -#X obj 436 172 != 0; -#X obj 358 369 != 2; -#X obj 358 349 r sel_interpolation; -#X text 46 16 This example use shader in order to compute a bicubic -image interpolation. Bicubic interpolation offer a smoother surface -than obtain with bilinear interpolation. But since it need 16 sample -to compute the interpolation \, it is quite slow.; -#X connect 0 0 15 0; -#X connect 1 0 2 0; -#X connect 2 0 3 0; -#X connect 4 0 2 0; -#X connect 5 0 4 0; -#X connect 6 0 15 0; -#X connect 7 0 10 0; -#X connect 9 0 1 0; -#X connect 10 0 9 0; -#X connect 11 0 10 0; -#X connect 11 1 10 1; -#X connect 12 0 11 0; -#X connect 13 0 8 0; -#X connect 14 0 8 0; -#X connect 15 0 1 0; -#X connect 16 0 1 0; -#X connect 17 0 2 0; -#X connect 18 0 17 0; -#X connect 19 0 23 0; -#X connect 24 0 0 0; -#X connect 25 0 24 0; -#X connect 26 0 27 0; -#X connect 27 0 16 0; -#X connect 28 0 18 0; -#X connect 29 0 28 0; diff --git a/Gem/examples/10.glsl/GLSL_mix.frag b/Gem/examples/10.glsl/GLSL_mix.frag deleted file mode 100644 index ce47bf8..0000000 --- a/Gem/examples/10.glsl/GLSL_mix.frag +++ /dev/null @@ -1,35 +0,0 @@ -//jack/RYBN 2010 -#extension GL_EXT_gpu_shader4 : enable -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect Ttex1; -uniform sampler2DRect Ttex2; -uniform sampler2DRect tex0; -uniform float style; -uniform float mix_factor; -varying vec2 texcoord0; -ivec2 size1 = textureSize2DRect(Ttex1, 0); -ivec2 size2 = textureSize2DRect(Ttex2, 0); -ivec2 size0 = textureSize2DRect(tex0, 0); - -void main (void) -{ - float sizeF1X = float(size1.x)/float(size0.x); - float sizeF1Y = float(size1.y)/float(size0.y); - float sizeF2X = float(size2.x)/float(size0.x); - float sizeF2Y = float(size2.y)/float(size0.y); - vec4 color1 = texture2DRect(Ttex1, vec2(texcoord0.s*sizeF1X,texcoord0.t*sizeF1Y)); - vec4 color2 = texture2DRect(Ttex2, vec2(texcoord0.s*sizeF2X,texcoord0.t*sizeF2Y)); - if (style == 0.) { - gl_FragColor = (color1 + color2); - } else if (style == 1.) { - gl_FragColor = (color1 - color2); - } else if (style == 2.) { - gl_FragColor = abs(color1 - color2); - } else if (style == 3.) { - gl_FragColor = (color1 * color2); - } else if (style == 4.) { - gl_FragColor = mix(color1,color2,mix_factor); - } - -} - diff --git a/Gem/examples/10.glsl/GLSL_mix.vert b/Gem/examples/10.glsl/GLSL_mix.vert deleted file mode 100644 index a69a61f..0000000 --- a/Gem/examples/10.glsl/GLSL_mix.vert +++ /dev/null @@ -1,9 +0,0 @@ -//jack/RYBN 2010 -varying vec2 texcoord0; - -void main() -{ - texcoord0 = (gl_TextureMatrix[0]*gl_MultiTexCoord0).st; - gl_Position = ftransform(); - -} diff --git a/Gem/examples/10.glsl/P_distord.frag b/Gem/examples/10.glsl/P_distord.frag deleted file mode 100644 index 5460d6c..0000000 --- a/Gem/examples/10.glsl/P_distord.frag +++ /dev/null @@ -1,19 +0,0 @@ -// Cyrille Henry 2007 - -uniform sampler2D tex0; - -void main() -{ - vec2 C = (gl_TextureMatrix[0] * gl_TexCoord[0]).st; - gl_FragColor = texture2D(tex0, C ) ; -} - - - - - - - - - - diff --git a/Gem/examples/10.glsl/P_distord.vert b/Gem/examples/10.glsl/P_distord.vert deleted file mode 100644 index f0db5f3..0000000 --- a/Gem/examples/10.glsl/P_distord.vert +++ /dev/null @@ -1,21 +0,0 @@ -// Cyrille Henry 2007 - -uniform float K; -uniform sampler2D tex0; - -void main() -{ - gl_TexCoord[0] = gl_MultiTexCoord0; - - float xs1 = sin((1.2 + gl_TexCoord[0].s)*(2.3+gl_TexCoord[0].t)); - float xs2 = sin(xs1*533.); - float xs3 = K * sin(xs2*1013.); - - float ys1 = sin((2.1 + gl_TexCoord[0].s)*(3.2+gl_TexCoord[0].t)); - float ys2 = sin(ys1*5313.); - float ys3 = K * sin(ys2*10113.); - - gl_Position = gl_ModelViewProjectionMatrix * (gl_Vertex + vec4(xs3,ys3,0.,0.)); - -} - diff --git a/Gem/examples/10.glsl/T_distord.frag b/Gem/examples/10.glsl/T_distord.frag deleted file mode 100644 index 385f427..0000000 --- a/Gem/examples/10.glsl/T_distord.frag +++ /dev/null @@ -1,31 +0,0 @@ -// Cyrille Henry 2007 - -uniform float K1, seed; -uniform sampler2D tex0; - -void main() -{ - - vec2 C = (gl_TextureMatrix[0] * gl_TexCoord[0]).st; - - float xs1 = sin(gl_TexCoord[0].s*gl_TexCoord[0].t/(abs(seed)+1.)); - float xs2 = sin(xs1*533.); - float xs3 = sin(xs2*1013.); - - float ys1 = sin(gl_TexCoord[0].s*gl_TexCoord[0].t/(abs(seed)+1.)); - float ys2 = sin(ys1*5313.); - float ys3 = sin(ys2*10113.); - - gl_FragColor = texture2D(tex0, C + K1 * 0.01 *vec2(xs3,ys3)) ; - -} - - - - - - - - - - diff --git a/Gem/examples/10.glsl/T_distord.vert b/Gem/examples/10.glsl/T_distord.vert deleted file mode 100644 index 1143615..0000000 --- a/Gem/examples/10.glsl/T_distord.vert +++ /dev/null @@ -1,9 +0,0 @@ -// Cyrille Henry 2007 - -void main() -{ - gl_TexCoord[0] = gl_MultiTexCoord0; - gl_Position = ftransform(); - -} - diff --git a/Gem/examples/10.glsl/_glsl.pd b/Gem/examples/10.glsl/_glsl.pd deleted file mode 100644 index de6228c..0000000 --- a/Gem/examples/10.glsl/_glsl.pd +++ /dev/null @@ -1,73 +0,0 @@ -#N canvas 652 79 668 661 10; -#X obj 78 339 glsl_vertex; -#X msg 32 338 print; -#X obj 78 626 glsl_program; -#X obj 163 555 pack 0 0; -#X msg 30 476 print; -#X obj 163 511 change; -#X obj 150 358 change; -#X msg 163 579 link \$1 \$2; -#X msg 32 620 print; -#X obj 77 490 glsl_fragment; -#X floatatom 163 535 2 0 0 0 ID - -; -#X floatatom 150 381 2 0 0 0 ID - -; -#X obj 181 600 print linking; -#X obj 15 21 inlet; -#X obj 78 662 outlet; -#X msg 106 309 open \$1.vert; -#X msg 90 453 open \$1.frag; -#X obj 577 95 inlet; -#X obj 15 44 route bang; -#X obj 255 11 gemhead 1; -#X msg 255 33 1; -#X obj 255 57 change; -#X obj 255 81 t b; -#X obj 157 647 change; -#X obj 157 668 t b; -#X obj 158 690 outlet; -#X obj 140 224 t a a; -#X obj 90 426 symbol; -#X obj 90 401 t b; -#X msg 287 598 0; -#X obj 15 65 t b b b; -#X obj 140 199 symbol \$1; -#X text 270 193 This abstraction can be usefull to load shader. Shader -location is relative to this abstraction path.; -#X connect 0 0 9 0; -#X connect 0 1 6 0; -#X connect 1 0 0 0; -#X connect 2 0 14 0; -#X connect 2 1 23 0; -#X connect 3 0 7 0; -#X connect 4 0 9 0; -#X connect 5 0 10 0; -#X connect 6 0 11 0; -#X connect 6 0 28 0; -#X connect 7 0 2 0; -#X connect 7 0 12 0; -#X connect 8 0 2 0; -#X connect 9 0 2 0; -#X connect 9 1 5 0; -#X connect 10 0 3 0; -#X connect 11 0 3 1; -#X connect 13 0 18 0; -#X connect 15 0 0 0; -#X connect 16 0 9 0; -#X connect 17 0 2 0; -#X connect 18 0 30 0; -#X connect 18 1 0 0; -#X connect 19 0 20 0; -#X connect 20 0 21 0; -#X connect 21 0 22 0; -#X connect 22 0 31 0; -#X connect 23 0 24 0; -#X connect 24 0 25 0; -#X connect 26 0 15 0; -#X connect 26 1 27 1; -#X connect 27 0 16 0; -#X connect 28 0 27 0; -#X connect 29 0 23 0; -#X connect 30 0 29 0; -#X connect 30 1 10 0; -#X connect 30 2 31 0; -#X connect 31 0 26 0; diff --git a/Gem/examples/10.glsl/bicubic_interpolation.frag b/Gem/examples/10.glsl/bicubic_interpolation.frag deleted file mode 100644 index 9482bc6..0000000 --- a/Gem/examples/10.glsl/bicubic_interpolation.frag +++ /dev/null @@ -1,90 +0,0 @@ -// Cyrille Henry 2007 - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect texture; - -void main (void) -{ - vec2 coordinate = (gl_TextureMatrix[0] * gl_TexCoord[0]).st-vec2(0.5,0.5); - - vec2 coord = floor(coordinate)+vec2(0.5,0.5); - vec2 interpol = fract(coordinate); - vec2 interpol2 = interpol * interpol; - vec2 interpol3 = interpol2 * interpol; - - vec4 C00 = texture2DRect(texture, coord + vec2(-1,-1) ); - vec4 C10 = texture2DRect(texture, coord + vec2( 0,-1) ); - vec4 C20 = texture2DRect(texture, coord + vec2( 1,-1) ); - vec4 C30 = texture2DRect(texture, coord + vec2( 2,-1) ); - vec4 C01 = texture2DRect(texture, coord + vec2(-1, 0) ); - vec4 C11 = texture2DRect(texture, coord ); - vec4 C21 = texture2DRect(texture, coord + vec2( 1, 0) ); - vec4 C31 = texture2DRect(texture, coord + vec2( 2, 0) ); - vec4 C02 = texture2DRect(texture, coord + vec2(-1, 1) ); - vec4 C12 = texture2DRect(texture, coord + vec2( 0, 1) ); - vec4 C22 = texture2DRect(texture, coord + vec2( 1, 1) ); - vec4 C32 = texture2DRect(texture, coord + vec2( 2, 1) ); - vec4 C03 = texture2DRect(texture, coord + vec2(-1, 2) ); - vec4 C13 = texture2DRect(texture, coord + vec2( 0, 2) ); - vec4 C23 = texture2DRect(texture, coord + vec2( 1, 2) ); - vec4 C33 = texture2DRect(texture, coord + vec2( 2, 2) ); - - vec4 w0 = C11; - vec4 w1 = C21; - vec4 w2 = C12; - vec4 w3 = C22; - // x derivative - vec4 x0 = (C21 - C01) / 2.; - vec4 x1 = (C31 - C11) / 2.; - vec4 x2 = (C22 - C02) / 2.; - vec4 x3 = (C32 - C12) / 2.; - // y derivative - vec4 y0 = (C12 - C10) / 2.; - vec4 y1 = (C22 - C20) / 2.; - vec4 y2 = (C13 - C11) / 2.; - vec4 y3 = (C23 - C21) / 2.; - // xy derivative - vec4 z0 = (C22 - C00) / 2.; - vec4 z1 = (C32 - C10) / 2.; - vec4 z2 = (C23 - C01) / 2.; - vec4 z3 = (C33 - C11) / 2.; - - - - vec4 a00 = w0; - vec4 a01 = y0; - vec4 a02 = -3.*w0 + 3.*w2 -2.*y0 - y2; - vec4 a03 = 2.*w0 - 2.*w2 + y0 + y2; - vec4 a10 = x0; - vec4 a11 = z0; - vec4 a12 = -3.*x0 + 3.*x2 - 2.*z0 - z2; - vec4 a13 = 2.*x0 - 2.*x2 + z0 + z2; - vec4 a20 = -3.*w0 + 3.*w1 - 2.*x0 - x1; - vec4 a21 = -3.*y0 + 3.*y1 - 2.*z0 - z1; - vec4 a22 = 9.*w0 - 9.*w1 - 9.*w2 + 9.*w3 + 6.*x0 + 3.*x1 + -6.*x2 - 3.*x3 + 6.*y0 - 6.*y1 + 3.*y2 - 3.*y3 + 4.*z0 + 2.*z1 + 2.*z2 + z3; - vec4 a23 = -6.*w0 + 6.*w1 + 6.*w2 - 6.*w3 -4.*x0 - 2.*x1 + 4.*x2 + 2.*x3 -3.*y0 + 3.*y1 - 3.*y2 + 3.*y3 + -2.*z0 - z1 - 2.*z2 - z3; - vec4 a30 = 2.*w0 - 2.*w1 + x0 + x1; - vec4 a31 = 2.*y0 - 2.*y1 + z0 + z1; - vec4 a32 = -6.*w0 + 6.*w1 + 6.*w2 -6.*w3 -3.*x0 - 3.*x1 + 3.*x2 + 3.*x3 -4.*y0 + 4.*y1 - 2.*y2 + 2.*y3 + -2.*z0 - 2.*z1 - z2 - z3; - vec4 a33 = 4.*w0 - 4.*w1 - 4.*w2 + 4.*w3 + 2.*x0 + 2.*x1 + -2.*x2 - 2.*x3 + 2.*y0 - 2.*y1 + 2.*y2 - 2.*y3 + z0 + z1 + z2 + z3; - - - vec4 color = a00; - color += a01 * interpol.y; - color += a02 * interpol2.y; - color += a03 * interpol3.y; - color += a10 * interpol.x; - color += a11 * interpol.x * interpol.y; - color += a12 * interpol.x * interpol2.y; - color += a13 * interpol.x * interpol3.y; - color += a20 * interpol2.x; - color += a21 * interpol2.x * interpol.y; - color += a22 * interpol2.x * interpol2.y; - color += a23 * interpol2.x * interpol3.y; - color += a30 * interpol3.x; - color += a31 * interpol3.x * interpol.y; - color += a32 * interpol3.x * interpol2.y; - color += a33 * interpol3.x * interpol3.y; - - gl_FragColor = color; -} diff --git a/Gem/examples/10.glsl/bicubic_interpolation.vert b/Gem/examples/10.glsl/bicubic_interpolation.vert deleted file mode 100644 index c890bd7..0000000 --- a/Gem/examples/10.glsl/bicubic_interpolation.vert +++ /dev/null @@ -1,8 +0,0 @@ -// Cyrille Henry 2007 - -void main() -{ - gl_TexCoord[0] = gl_MultiTexCoord0; - gl_Position = ftransform(); - -} diff --git a/Gem/examples/10.glsl/blur.frag b/Gem/examples/10.glsl/blur.frag deleted file mode 100644 index f54e03a..0000000 --- a/Gem/examples/10.glsl/blur.frag +++ /dev/null @@ -1,18 +0,0 @@ -uniform sampler2D tex0; -uniform vec2 distance; -uniform vec2 TX; - -void main (void) -{ - - vec2 texcoord = (gl_TextureMatrix[0] * gl_TexCoord[0]).st; - vec4 sample = 0.5 * texture2D(tex0, texcoord - distance); - sample += texture2D(tex0, texcoord); - sample += 0.5 * texture2D(tex0, texcoord + distance); - - sample /= 2.; - - gl_FragColor = sample; -} - - diff --git a/Gem/examples/10.glsl/blur.vert b/Gem/examples/10.glsl/blur.vert deleted file mode 100644 index 0254682..0000000 --- a/Gem/examples/10.glsl/blur.vert +++ /dev/null @@ -1,9 +0,0 @@ -varying vec2 texcoord0; -void main() -{ - gl_TexCoord[0] = gl_MultiTexCoord0; - - // perform standard transform on vertex - gl_Position = ftransform(); - -} diff --git a/Gem/examples/10.glsl/cam1.jpg b/Gem/examples/10.glsl/cam1.jpg deleted file mode 100644 index c5023ba..0000000 Binary files a/Gem/examples/10.glsl/cam1.jpg and /dev/null differ diff --git a/Gem/examples/10.glsl/cam2.jpg b/Gem/examples/10.glsl/cam2.jpg deleted file mode 100644 index dd7ab0b..0000000 Binary files a/Gem/examples/10.glsl/cam2.jpg and /dev/null differ diff --git a/Gem/examples/10.glsl/cam3.jpg b/Gem/examples/10.glsl/cam3.jpg deleted file mode 100644 index 76b6898..0000000 Binary files a/Gem/examples/10.glsl/cam3.jpg and /dev/null differ diff --git a/Gem/examples/10.glsl/cam4.jpg b/Gem/examples/10.glsl/cam4.jpg deleted file mode 100644 index 8d2c096..0000000 Binary files a/Gem/examples/10.glsl/cam4.jpg and /dev/null differ diff --git a/Gem/examples/10.glsl/fetching.frag b/Gem/examples/10.glsl/fetching.frag deleted file mode 100644 index 3d1af1f..0000000 --- a/Gem/examples/10.glsl/fetching.frag +++ /dev/null @@ -1,8 +0,0 @@ -varying vec4 C; - -void main (void) -{ - gl_FragColor = C; -} - - diff --git a/Gem/examples/10.glsl/fetching.vert b/Gem/examples/10.glsl/fetching.vert deleted file mode 100644 index b41cc16..0000000 --- a/Gem/examples/10.glsl/fetching.vert +++ /dev/null @@ -1,15 +0,0 @@ -uniform sampler2D MyTex; -varying vec4 C; -void main() -{ - vec4 v = vec4(gl_Vertex); - vec4 color = texture2D(MyTex, (gl_TextureMatrix[0] * gl_MultiTexCoord0).st); - v.z = color.r; -// v.x += (color.b-0.5)/2.; -// v.y += (color.g-0.5)/2.; - - C=color; - gl_Position = gl_ModelViewProjectionMatrix * v; - -} - diff --git a/Gem/examples/10.glsl/fetching2.frag b/Gem/examples/10.glsl/fetching2.frag deleted file mode 100644 index 1b576a5..0000000 --- a/Gem/examples/10.glsl/fetching2.frag +++ /dev/null @@ -1,56 +0,0 @@ -// Cyrille Henry 2008 -#extension GL_ARB_texture_rectangle : enable - -uniform sampler2DRect texture; -uniform float K2, K; - -vec2 pos_(vec2 V, float x, float y) -{ - V += vec2(x,y); - return(max(min(V,vec2(91.,63.)),vec2(0.))); -} - - -void main (void) -{ - vec2 pos = gl_TexCoord[0].st * vec2(90.,62.)/256. ; - - vec4 color1 = texture2DRect(texture,pos_(pos,-1./256.,-1./256.)); - vec4 color2 = texture2DRect(texture,pos_(pos, 0./256.,-1./256.)); - vec4 color3 = texture2DRect(texture,pos_(pos, 1./256.,-1./256.)); - vec4 color4 = texture2DRect(texture,pos_(pos,-1./256., 0./256.)); - vec4 color5 = texture2DRect(texture,pos_(pos, 0./256., 0./256.)); - vec4 color6 = texture2DRect(texture,pos_(pos, 1./256., 0./256.)); - vec4 color7 = texture2DRect(texture,pos_(pos,-1./256., 1./256.)); - vec4 color8 = texture2DRect(texture,pos_(pos, 0./256., 1./256.)); - vec4 color9 = texture2DRect(texture,pos_(pos, 1./256., 1./256.)); - - vec4 colorBG = color1 + color2 + color4 + color5; - vec4 colorBD = color3 + color2 + color6 + color5; - vec4 colorHG = color4 + color5 + color7 + color8; - vec4 colorHD = color5 + color6 + color8 + color9; - - vec2 fract_pos = (fract(pos)); - - vec4 XB = mix(colorBG,colorBD,fract_pos.x); - vec4 XH = mix(colorHG,colorHD,fract_pos.x); - vec4 X = mix(XB,XH,fract_pos.y) / 4.; - - X -= vec4(0.5); - X.xyz = normalize(X.xyz); - - if(gl_FrontFacing) - {X *= -1.;} - - float tmp = dot(X.xyz,normalize(vec3(0.,1.,1.))); - tmp = -tmp; - tmp = max(0.,tmp) + 0.3 * min(0.,tmp); - - tmp = 0.1 + 0.9 * tmp; - vec4 color = tmp * vec4(1,0.95,0.9,1); - color.a = smoothstep(0.75,1.,pos.x); - gl_FragColor = color; - -} - - diff --git a/Gem/examples/10.glsl/fetching2.vert b/Gem/examples/10.glsl/fetching2.vert deleted file mode 100644 index 01fbf0a..0000000 --- a/Gem/examples/10.glsl/fetching2.vert +++ /dev/null @@ -1,21 +0,0 @@ -// Cyrille Henry 2008 -#extension GL_ARB_texture_rectangle : enable - -uniform sampler2DRect MyTex; -uniform float K; - -void main() -{ - vec4 v = vec4(gl_Vertex); - vec4 color = texture2DRect(MyTex, gl_MultiTexCoord0.st * vec2(91./128.,63./128.)); - - gl_TexCoord[0] = gl_MultiTexCoord0; - - v.x = color.r -0.5; - v.y = color.g -0.5; - v.z = color.b -0.5; - - gl_Position = gl_ModelViewProjectionMatrix * v; - -} - diff --git a/Gem/examples/10.glsl/game.frag b/Gem/examples/10.glsl/game.frag deleted file mode 100644 index 9b5800d..0000000 --- a/Gem/examples/10.glsl/game.frag +++ /dev/null @@ -1,30 +0,0 @@ -// Cyrille Henry 2007 - -uniform sampler2D texture; - -const float dx = 1./500.; // change to gemwin dim - -void main (void) -{ - vec2 tmp = (gl_TextureMatrix[0] * gl_TexCoord[0]).st; - - float x = tmp.s; - float y = tmp.t; - - vec4 c; - c = texture2D(texture, vec2(x-dx, y-dx)); - c += texture2D(texture, vec2(x, y-dx)); - c += texture2D(texture, vec2(x+dx, y-dx)); - c += texture2D(texture, vec2(x-dx, y)); - c += texture2D(texture, vec2(x+dx, y)); - c += texture2D(texture, vec2(x-dx, y+dx)); - c += texture2D(texture, vec2(x, y+dx)); - c += texture2D(texture, vec2(x+dx, y+dx)); - - vec4 c1 = texture2D(texture, vec2(x, y)); - - c.rgb = vec3(step(2.5-c1.r,c.r)*step(c.r,3.5)); - c.a = 1.; - - gl_FragColor = c; -} diff --git a/Gem/examples/10.glsl/game.vert b/Gem/examples/10.glsl/game.vert deleted file mode 100644 index 64eb4f4..0000000 --- a/Gem/examples/10.glsl/game.vert +++ /dev/null @@ -1,14 +0,0 @@ -// Cyrille Henry 2007 - -uniform float K1; -uniform float K2; -uniform float K3; - -uniform vec2 offset; - -void main() -{ - gl_TexCoord[0] = gl_MultiTexCoord0; - gl_Position = ftransform(); -} - diff --git a/Gem/examples/10.glsl/geo.frag b/Gem/examples/10.glsl/geo.frag deleted file mode 100644 index 7ec0b43..0000000 --- a/Gem/examples/10.glsl/geo.frag +++ /dev/null @@ -1,8 +0,0 @@ -void main() -{ - vec4 tmp = gl_Color; - tmp.a /= 10.; - gl_FragColor = tmp; - // set color but alpha is 20 time less -} - diff --git a/Gem/examples/10.glsl/geo.geom b/Gem/examples/10.glsl/geo.geom deleted file mode 100644 index 3271c6f..0000000 --- a/Gem/examples/10.glsl/geo.geom +++ /dev/null @@ -1,28 +0,0 @@ -#version 120 -#extension GL_EXT_geometry_shader4: enable - -void main(void) -{ - //increment variable - int i,j; - float rnd1,rnd2; - rnd1 = 0.0216767863321334264; // seed - rnd2 = 0.0475785688678678345; - for(j=0; j< 40; j++) - { - rnd1 = fract(124.321345312123465*rnd1) -0.5; // easy way to generated pseudo random number - rnd2 = fract(5234.43532345435245*rnd2) -0.5; - - //draw 40 time the same geometry, but with small shift in it's position - for(i=0; i< gl_VerticesIn; i++) - { - gl_FrontColor = gl_FrontColorIn[i]; - gl_TexCoord[0] = gl_TexCoordIn[i][0]; - gl_Position = gl_PositionIn[i]; // get position of the original point - gl_Position.xy += vec2(rnd1,rnd2)/3.; // add small random - // the geometry as already been transform in 2d, so we jut have to move it in X and Y - EmitVertex(); - } - EndPrimitive(); - } -} diff --git a/Gem/examples/10.glsl/geo.vert b/Gem/examples/10.glsl/geo.vert deleted file mode 100644 index 4359aa3..0000000 --- a/Gem/examples/10.glsl/geo.vert +++ /dev/null @@ -1,7 +0,0 @@ -void main() -{ - gl_FrontColor = gl_Color; - gl_TexCoord[0] = gl_MultiTexCoord0; - gl_Position = ftransform(); - //simple passthrow -} diff --git a/Gem/examples/10.glsl/img1.jpg b/Gem/examples/10.glsl/img1.jpg deleted file mode 100644 index 8e17c8b..0000000 Binary files a/Gem/examples/10.glsl/img1.jpg and /dev/null differ diff --git a/Gem/examples/10.glsl/img2.jpg b/Gem/examples/10.glsl/img2.jpg deleted file mode 100644 index 5934461..0000000 Binary files a/Gem/examples/10.glsl/img2.jpg and /dev/null differ diff --git a/Gem/examples/10.glsl/img3.jpg b/Gem/examples/10.glsl/img3.jpg deleted file mode 100644 index edfaf1e..0000000 Binary files a/Gem/examples/10.glsl/img3.jpg and /dev/null differ diff --git a/Gem/examples/10.glsl/interpol.frag b/Gem/examples/10.glsl/interpol.frag deleted file mode 100644 index a3c2c08..0000000 --- a/Gem/examples/10.glsl/interpol.frag +++ /dev/null @@ -1,13 +0,0 @@ -// Cyrille Henry 2008 -#extension GL_ARB_texture_rectangle : enable - -uniform sampler2DRect texture_mass; -uniform float init; - -void main (void) -{ - vec2 coord = gl_TexCoord[0].st/2.; - vec4 pos = texture2DRect(texture_mass, coord); - - gl_FragColor = pos; -} 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); -} diff --git a/Gem/examples/10.glsl/link.vert b/Gem/examples/10.glsl/link.vert deleted file mode 100644 index fefc366..0000000 --- a/Gem/examples/10.glsl/link.vert +++ /dev/null @@ -1,10 +0,0 @@ -varying vec2 coord; - - -void main() -{ - - coord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st; - gl_Position = ftransform(); - -} diff --git a/Gem/examples/10.glsl/mass.frag b/Gem/examples/10.glsl/mass.frag deleted file mode 100644 index 29a2ef2..0000000 --- a/Gem/examples/10.glsl/mass.frag +++ /dev/null @@ -1,34 +0,0 @@ -// Cyrille Henry 2008 -#extension GL_ARB_texture_rectangle : enable - -uniform sampler2DRect texture_mass_old,texture_link; -varying vec2 coord; -uniform float init; - -void main (void) -{ - vec4 color = vec4(0.,0.,1.,1.); - if ( (coord.x < 92.) && (coord.y < 64.) ) - { - vec4 pos = texture2DRect(texture_mass_old, coord)-vec4(0.5); - vec4 force = texture2DRect(texture_link, coord)-vec4(0.5); - - force = min(max(force,vec4(-0.5)),vec4(0.5)); - // on vire les +inf et -inf qui peuvent poser pb en cas d'instabilités - pos += force; - //increment de la position - - float reset = step(coord.x,1.); -// reset *= step(mod(coord.y,10.),4.); - // les point en x<1 sont tjrs reseté : ils sont dc imobiles - - color = mix(pos,vec4(coord.x/1000.,(coord.y-32.)/1000.,0.,0.),reset+(1.-reset)*init); - // couleur de sortie mixé avec couleur d'initialisation - - color += vec4(0.5); - color.a = 1.; - // preparation de la sortie (ajout de l'offset + virer l'alpha) - } - - gl_FragColor = color; -} diff --git a/Gem/examples/10.glsl/mass.vert b/Gem/examples/10.glsl/mass.vert deleted file mode 100644 index fefc366..0000000 --- a/Gem/examples/10.glsl/mass.vert +++ /dev/null @@ -1,10 +0,0 @@ -varying vec2 coord; - - -void main() -{ - - coord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st; - gl_Position = ftransform(); - -} diff --git a/Gem/examples/10.glsl/multitexture.frag b/Gem/examples/10.glsl/multitexture.frag deleted file mode 100644 index 9e8ed0c..0000000 --- a/Gem/examples/10.glsl/multitexture.frag +++ /dev/null @@ -1,13 +0,0 @@ -uniform sampler2D MyTex; -uniform sampler2D MyTex1; - -varying vec2 texcoord1; -varying vec2 texcoord2; - -void main (void) -{ - vec4 color = texture2D(MyTex, texcoord1); - vec4 color2 = texture2D(MyTex1, texcoord2); - gl_FragColor = (color + color2) / 2.; -} - diff --git a/Gem/examples/10.glsl/multitexture.vert b/Gem/examples/10.glsl/multitexture.vert deleted file mode 100644 index 2cade19..0000000 --- a/Gem/examples/10.glsl/multitexture.vert +++ /dev/null @@ -1,11 +0,0 @@ -varying vec2 texcoord1; -varying vec2 texcoord2; - -void main() -{ - - texcoord1 = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st; - texcoord2 = (gl_TextureMatrix[1] * gl_MultiTexCoord1).st; - gl_Position = ftransform(); - -} diff --git a/Gem/examples/10.glsl/multitexture_rect.frag b/Gem/examples/10.glsl/multitexture_rect.frag deleted file mode 100644 index 3eb9b2b..0000000 --- a/Gem/examples/10.glsl/multitexture_rect.frag +++ /dev/null @@ -1,15 +0,0 @@ -#extension GL_ARB_texture_rectangle : enable - -uniform sampler2DRect MyTex; -uniform sampler2DRect MyTex1; - -varying vec2 texcoord1; -varying vec2 texcoord2; - -void main (void) -{ - vec4 color = texture2DRect(MyTex, texcoord1); - vec4 color2 = texture2DRect(MyTex1, texcoord1); // texcoord2 does not work. - gl_FragColor = (color + color2) / 2.; -} - diff --git a/Gem/examples/10.glsl/multitexture_rect.vert b/Gem/examples/10.glsl/multitexture_rect.vert deleted file mode 100644 index 2cade19..0000000 --- a/Gem/examples/10.glsl/multitexture_rect.vert +++ /dev/null @@ -1,11 +0,0 @@ -varying vec2 texcoord1; -varying vec2 texcoord2; - -void main() -{ - - texcoord1 = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st; - texcoord2 = (gl_TextureMatrix[1] * gl_MultiTexCoord1).st; - gl_Position = ftransform(); - -} diff --git a/Gem/examples/10.glsl/normal.frag b/Gem/examples/10.glsl/normal.frag deleted file mode 100644 index eef7f86..0000000 --- a/Gem/examples/10.glsl/normal.frag +++ /dev/null @@ -1,37 +0,0 @@ -// Cyrille Henry 2008 -#extension GL_ARB_texture_rectangle : enable - -uniform sampler2DRect texture_mass; -varying vec2 coord; - -vec2 test1(vec2 V) -{ - return(max(min(V,vec2(91.,63.)),vec2(0.))); -} - -void main (void) -{ - vec4 color = vec4(1.,0.,0.,1.); - - if ( (coord.x < 91.) && (coord.y < 63.) ) - { - vec4 posG = texture2DRect(texture_mass, test1(coord+vec2(-1., 0.))) ; - vec4 posD = texture2DRect(texture_mass, test1(coord+vec2( 1., 0.))) ; - vec4 posH = texture2DRect(texture_mass, test1(coord+vec2( 0.,-1.))) ; - vec4 posB = texture2DRect(texture_mass, test1(coord+vec2( 0., 1.))) ; - - vec3 normal = cross((posG.xyz-posD.xyz),(posH.xyz-posB.xyz)); - color.xyz = normalize(normal); - color.xyz = normal; - - vec3 DX = posG.xyz-posD.xyz; - vec3 DY = posH.xyz-posB.xyz; - - color += vec4(1.); - color *= 0.5; - - } - color.a = 1.; - gl_FragColor = color; - -} diff --git a/Gem/examples/10.glsl/normal.vert b/Gem/examples/10.glsl/normal.vert deleted file mode 100644 index fefc366..0000000 --- a/Gem/examples/10.glsl/normal.vert +++ /dev/null @@ -1,10 +0,0 @@ -varying vec2 coord; - - -void main() -{ - - coord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st; - gl_Position = ftransform(); - -} diff --git a/Gem/examples/10.glsl/panoramique.frag b/Gem/examples/10.glsl/panoramique.frag deleted file mode 100644 index d0378b6..0000000 --- a/Gem/examples/10.glsl/panoramique.frag +++ /dev/null @@ -1,28 +0,0 @@ -#extension GL_ARB_texture_rectangle : enable - -uniform sampler2DRect MyTex; -uniform float dZ, ShadeL, ShadeR, sizeX, sizeY; - -void main (void) -{ - - vec2 pos_out; - pos_out.x=-1.+(2.*gl_TexCoord[0].s)/sizeX; - pos_out.y=-1.+(2.*gl_TexCoord[0].t)/sizeY; - pos_out.y *= sqrt(pos_out.x*pos_out.x+dZ*dZ)/dZ; - - pos_out.x = sizeX*(pos_out.x+1.)/2.; - pos_out.y = sizeY*(pos_out.y+1.)/2.; - - vec4 color = texture2DRect(MyTex, pos_out); - - color.a = 1.; - float tmp = mix(0.,1.,gl_TexCoord[0].s/ShadeL); - tmp = min(tmp,1.); - color.a *= tmp; - tmp = mix(0.,1.,(sizeX-gl_TexCoord[0].s)/ShadeR); - tmp = min(tmp,1.); - color.a *= tmp; - - gl_FragColor = color; -} diff --git a/Gem/examples/10.glsl/panoramique.vert b/Gem/examples/10.glsl/panoramique.vert deleted file mode 100644 index 5fcb9d8..0000000 --- a/Gem/examples/10.glsl/panoramique.vert +++ /dev/null @@ -1,5 +0,0 @@ -void main() -{ - gl_TexCoord[0] = gl_MultiTexCoord0; - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; -} diff --git a/Gem/examples/10.glsl/single_blur.pd b/Gem/examples/10.glsl/single_blur.pd deleted file mode 100644 index 76088b7..0000000 --- a/Gem/examples/10.glsl/single_blur.pd +++ /dev/null @@ -1,55 +0,0 @@ -#N canvas 310 229 681 595 10; -#X obj 99 59 inlet; -#X obj 26 145 gemframebuffer; -#X obj 26 215 translateXYZ 0 0 -4; -#X obj 26 285 pix_texture; -#X obj 26 305 square 4; -#X msg 43 264 quality 1 \, rectangle 0; -#X obj 43 243 loadbang; -#X obj 128 431 outlet; -#X obj 26 195 _glsl blur; -#X obj 47 166 bng 15 250 50 0 empty empty empty 17 7 0 10 -262144 -1 --1; -#X obj 248 85 t f f; -#X obj 248 17 r blur; -#X obj 248 133 pack f f; -#X obj 26 85 gemhead \$1; -#X obj 248 112 * \$2; -#X obj 301 111 * \$3; -#X msg 248 153 distance \$1 \$2; -#X obj 42 119 r to_fb; -#X obj 248 39 route float; -#X obj 322 61 unpack f f; -#X obj 441 18 r motion_blur; -#X obj 441 90 pack f f; -#X obj 441 65 * \$2; -#X obj 441 41 unpack f f; -#X obj 508 65 * \$2; -#X connect 0 0 3 1; -#X connect 1 0 8 0; -#X connect 1 1 7 0; -#X connect 2 0 3 0; -#X connect 3 0 4 0; -#X connect 5 0 3 0; -#X connect 6 0 5 0; -#X connect 8 0 2 0; -#X connect 9 0 8 0; -#X connect 10 0 14 0; -#X connect 10 1 15 0; -#X connect 11 0 18 0; -#X connect 12 0 16 0; -#X connect 13 0 1 0; -#X connect 14 0 12 0; -#X connect 15 0 12 1; -#X connect 16 0 8 1; -#X connect 17 0 1 0; -#X connect 18 0 10 0; -#X connect 18 1 19 0; -#X connect 19 0 14 0; -#X connect 19 1 15 0; -#X connect 20 0 23 0; -#X connect 21 0 16 0; -#X connect 22 0 21 0; -#X connect 23 0 22 0; -#X connect 23 1 24 0; -#X connect 24 0 21 1; diff --git a/Gem/examples/10.glsl/texture.frag b/Gem/examples/10.glsl/texture.frag deleted file mode 100644 index aaee824..0000000 --- a/Gem/examples/10.glsl/texture.frag +++ /dev/null @@ -1,16 +0,0 @@ -// Cyrille Henry 2007 - -//#extension GL_ARB_texture_rectangle : enable -//uniform sampler2DRect MyTex; -uniform sampler2D MyTex; -uniform float B,C; - -void main (void) -{ - vec4 color = texture2D(MyTex, (gl_TextureMatrix[0] * gl_TexCoord[0]).st); - - color *= B+1.; // brightness - vec4 gray = vec4(dot(color.rgb,vec3(0.2125, 0.7154, 0.0721))); - color = mix(gray, color, C+1.); // contrast - gl_FragColor = color; -} diff --git a/Gem/examples/10.glsl/texture.vert b/Gem/examples/10.glsl/texture.vert deleted file mode 100644 index bda9f47..0000000 --- a/Gem/examples/10.glsl/texture.vert +++ /dev/null @@ -1,8 +0,0 @@ -// Cyrille Henry 2007 - -void main() -{ - gl_TexCoord[0] = gl_MultiTexCoord0; - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; - -} diff --git a/Gem/examples/10.glsl/texture_rect.frag b/Gem/examples/10.glsl/texture_rect.frag deleted file mode 100644 index 98adc1f..0000000 --- a/Gem/examples/10.glsl/texture_rect.frag +++ /dev/null @@ -1,16 +0,0 @@ -// Cyrille Henry 2007 - -#extension GL_ARB_texture_rectangle : enable -uniform sampler2DRect MyTex; -//uniform sampler2D MyTex; -uniform float B,C; - -void main (void) -{ - vec4 color = texture2DRect(MyTex, (gl_TextureMatrix[0] * gl_TexCoord[0]).st); - - color *= B+1.; // brightness - vec4 gray = vec4(dot(color.rgb,vec3(0.2125, 0.7154, 0.0721))); - color = mix(gray, color, C+1.); // contrast - gl_FragColor = color; -} diff --git a/Gem/examples/10.glsl/tri2fan.frag b/Gem/examples/10.glsl/tri2fan.frag deleted file mode 100644 index 391dc68..0000000 --- a/Gem/examples/10.glsl/tri2fan.frag +++ /dev/null @@ -1,6 +0,0 @@ -void main() -{ - gl_FragColor = vec4(1.0,1.0,1.0,0.1); - // set color -} - diff --git a/Gem/examples/10.glsl/tri2fan.geom b/Gem/examples/10.glsl/tri2fan.geom deleted file mode 100644 index 45961e2..0000000 --- a/Gem/examples/10.glsl/tri2fan.geom +++ /dev/null @@ -1,51 +0,0 @@ -// Cyrille Henry 2010 - -#version 120 -#extension GL_EXT_geometry_shader4 : enable - -void main(void) -{ - - int i; //increment variable - vec4 pos1,pos2, pos3, pos4, pos5; // tmp - vec3 high; - - for(i=0; i< gl_VerticesIn; i += 3){ // for all triangles - pos1 = gl_PositionIn[i]; - pos2 = gl_PositionIn[i+1]; - pos3 = gl_PositionIn[i+2]; - pos4 = (pos1 + pos2 + pos3) / 3.; // center of the triangle - - high = 10.*cross(pos2.xyz-pos1.xyz,pos3.xyz-pos2.xyz); - // hight and orientation of the piramide - - high = normalize(high); - high *= length(pos2-pos1); - pos5 = pos4 ; - pos5.xyz += high; - - gl_Position = gl_ModelViewProjectionMatrix * pos1; - EmitVertex(); - gl_Position = gl_ModelViewProjectionMatrix * pos4; - EmitVertex(); - gl_Position = gl_ModelViewProjectionMatrix * pos5; - EmitVertex(); - gl_Position = gl_ModelViewProjectionMatrix * pos2; - EmitVertex(); - gl_Position = gl_ModelViewProjectionMatrix * pos4; - EmitVertex(); - gl_Position = gl_ModelViewProjectionMatrix * pos5; - EmitVertex(); - gl_Position = gl_ModelViewProjectionMatrix * pos3; - EmitVertex(); - gl_Position = gl_ModelViewProjectionMatrix * pos4; - EmitVertex(); - gl_Position = gl_ModelViewProjectionMatrix * pos5; - EmitVertex(); - - EndPrimitive(); - // new primitive - } - -} - diff --git a/Gem/examples/10.glsl/tri2fan.vert b/Gem/examples/10.glsl/tri2fan.vert deleted file mode 100644 index 2d22ff2..0000000 --- a/Gem/examples/10.glsl/tri2fan.vert +++ /dev/null @@ -1,6 +0,0 @@ -void main() -{ - gl_Position = gl_Vertex; -} - - diff --git a/Gem/examples/10.glsl/vague.frag b/Gem/examples/10.glsl/vague.frag deleted file mode 100644 index 7b6a2f3..0000000 --- a/Gem/examples/10.glsl/vague.frag +++ /dev/null @@ -1,23 +0,0 @@ -// Cyrille Henry 2007 - -#extension GL_ARB_texture_rectangle : enable - -uniform float K; -uniform sampler2DRect texture, texture1, texture2; - -const float dx = 1.; -const float dy = 1.; -const float dp = 1.; - -void main (void) -{ - float light; - vec2 position = gl_TexCoord[0].st; - vec4 C, C1; - C = texture2DRect(texture2, position) ; - - vec4 color2 = texture2DRect(texture1, (position+K*C.rg)); - - gl_FragColor = color2; - -} diff --git a/Gem/examples/10.glsl/wave.frag b/Gem/examples/10.glsl/wave.frag deleted file mode 100644 index d455f88..0000000 --- a/Gem/examples/10.glsl/wave.frag +++ /dev/null @@ -1,40 +0,0 @@ -// Cyrille Henry 2007 - -#extension GL_ARB_texture_rectangle : enable - -uniform float K1,K3,D1,K; -uniform sampler2DRect text; - -const float dx = 1.; -const float dy = 1.; - -void main (void) -{ - float x,y; - vec4 C; - vec2 texture1 = gl_TexCoord[0].st ; - - x=texture1.x; - y=texture1.y; - - C = texture2DRect(text, vec2(x, y)); - - vec4 color_cote = texture2DRect(text, vec2(x-dx, y-dy)); - color_cote += texture2DRect(text, vec2(x+dx, y-dy)); - color_cote += texture2DRect(text, vec2(x-dx, y+dy)); - color_cote += texture2DRect(text, vec2(x+dx, y+dy)); - color_cote += texture2DRect(text, vec2(x, y-dy)); - color_cote += texture2DRect(text, vec2(x-dx, y)); - color_cote += texture2DRect(text, vec2(x+dx, y)); - color_cote += texture2DRect(text, vec2(x, y+dy)); - - - float K = K1 * color_cote.r + K3 * 0.5 - (8. * K1 + K3) * C.r; - float D = D1 * (C.r - C.g); - - C.b = C.g; - C.g = C.r; - C.r = (2.* C.g) - C.b + K - D ; - - gl_FragColor = vec4(C.rgb,1.); -} -- cgit v1.2.1