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-rw-r--r--packages/noncvs/windows/extra/Gem/examples/10.glsl/normal.frag74
1 files changed, 37 insertions, 37 deletions
diff --git a/packages/noncvs/windows/extra/Gem/examples/10.glsl/normal.frag b/packages/noncvs/windows/extra/Gem/examples/10.glsl/normal.frag
index eef7f86f..f472dff1 100644
--- a/packages/noncvs/windows/extra/Gem/examples/10.glsl/normal.frag
+++ b/packages/noncvs/windows/extra/Gem/examples/10.glsl/normal.frag
@@ -1,37 +1,37 @@
-// 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;
-
-}
+// 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;
+
+}