From 96a0a8c916533eb5625816192ed38488f639326d Mon Sep 17 00:00:00 2001
From: Nivesh Rajbhandari
Date: Wed, 22 Feb 2012 11:00:20 -0800
Subject: Integrating canvas-2d drawing and WebGL fixes, including adding back
 WebGL materials.

Signed-off-by: Nivesh Rajbhandari <mqg734@motorola.com>
---
 assets/shaders/ReliefTunnel.frag.glsl | 35 +++++++++++++++++++++++++++++++++++
 1 file changed, 35 insertions(+)
 create mode 100644 assets/shaders/ReliefTunnel.frag.glsl

(limited to 'assets/shaders/ReliefTunnel.frag.glsl')

diff --git a/assets/shaders/ReliefTunnel.frag.glsl b/assets/shaders/ReliefTunnel.frag.glsl
new file mode 100644
index 00000000..cee707db
--- /dev/null
+++ b/assets/shaders/ReliefTunnel.frag.glsl
@@ -0,0 +1,35 @@
+#ifdef GL_ES
+precision highp float;
+#endif
+
+uniform vec2 u_resolution;
+uniform float u_time;
+uniform sampler2D u_tex0;
+
+void main(void)
+{
+    vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
+    vec2 uv;
+
+    float r = sqrt( dot(p,p) );
+    float a = atan(p.y,p.x) + 0.5*sin(0.5*r-0.5*u_time);
+
+    float s = 0.5 + 0.5*cos(7.0*a);
+    s = smoothstep(0.0,1.0,s);
+    s = smoothstep(0.0,1.0,s);
+    s = smoothstep(0.0,1.0,s);
+    s = smoothstep(0.0,1.0,s);
+
+    uv.x = u_time + 1.0/( r + .2*s);
+    uv.y = 3.0*a/3.1416;
+
+    float w = (0.5 + 0.5*s)*r*r;
+
+    vec3 col = texture2D(u_tex0,uv).xyz;
+
+    float ao = 0.5 + 0.5*cos(7.0*a);
+    ao = smoothstep(0.0,0.4,ao)-smoothstep(0.4,0.7,ao);
+    ao = 1.0-0.5*ao*r;
+
+    gl_FragColor = vec4(col*w*ao,1.0);
+}
-- 
cgit v1.2.3


From f775fb752cac57a0c1f6c42c8c60f5ff329eab32 Mon Sep 17 00:00:00 2001
From: Nivesh Rajbhandari
Date: Wed, 22 Feb 2012 11:36:19 -0800
Subject: Revert "Integrating canvas-2d drawing and WebGL fixes, including
 adding back WebGL materials."

This reverts commit 96a0a8c916533eb5625816192ed38488f639326d.
---
 assets/shaders/ReliefTunnel.frag.glsl | 35 -----------------------------------
 1 file changed, 35 deletions(-)
 delete mode 100644 assets/shaders/ReliefTunnel.frag.glsl

(limited to 'assets/shaders/ReliefTunnel.frag.glsl')

diff --git a/assets/shaders/ReliefTunnel.frag.glsl b/assets/shaders/ReliefTunnel.frag.glsl
deleted file mode 100644
index cee707db..00000000
--- a/assets/shaders/ReliefTunnel.frag.glsl
+++ /dev/null
@@ -1,35 +0,0 @@
-#ifdef GL_ES
-precision highp float;
-#endif
-
-uniform vec2 u_resolution;
-uniform float u_time;
-uniform sampler2D u_tex0;
-
-void main(void)
-{
-    vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
-    vec2 uv;
-
-    float r = sqrt( dot(p,p) );
-    float a = atan(p.y,p.x) + 0.5*sin(0.5*r-0.5*u_time);
-
-    float s = 0.5 + 0.5*cos(7.0*a);
-    s = smoothstep(0.0,1.0,s);
-    s = smoothstep(0.0,1.0,s);
-    s = smoothstep(0.0,1.0,s);
-    s = smoothstep(0.0,1.0,s);
-
-    uv.x = u_time + 1.0/( r + .2*s);
-    uv.y = 3.0*a/3.1416;
-
-    float w = (0.5 + 0.5*s)*r*r;
-
-    vec3 col = texture2D(u_tex0,uv).xyz;
-
-    float ao = 0.5 + 0.5*cos(7.0*a);
-    ao = smoothstep(0.0,0.4,ao)-smoothstep(0.4,0.7,ao);
-    ao = 1.0-0.5*ao*r;
-
-    gl_FragColor = vec4(col*w*ao,1.0);
-}
-- 
cgit v1.2.3


From d5b216d9d6d2b8cb93106e8f8ca351089d05b41d Mon Sep 17 00:00:00 2001
From: Nivesh Rajbhandari
Date: Wed, 22 Feb 2012 11:52:31 -0800
Subject: Integrating canvas-2d and WebGL drawing fixes. Also adding back WebGL
 materials.

Signed-off-by: Nivesh Rajbhandari <mqg734@motorola.com>
---
 assets/shaders/ReliefTunnel.frag.glsl | 35 +++++++++++++++++++++++++++++++++++
 1 file changed, 35 insertions(+)
 create mode 100644 assets/shaders/ReliefTunnel.frag.glsl

(limited to 'assets/shaders/ReliefTunnel.frag.glsl')

diff --git a/assets/shaders/ReliefTunnel.frag.glsl b/assets/shaders/ReliefTunnel.frag.glsl
new file mode 100644
index 00000000..cee707db
--- /dev/null
+++ b/assets/shaders/ReliefTunnel.frag.glsl
@@ -0,0 +1,35 @@
+#ifdef GL_ES
+precision highp float;
+#endif
+
+uniform vec2 u_resolution;
+uniform float u_time;
+uniform sampler2D u_tex0;
+
+void main(void)
+{
+    vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
+    vec2 uv;
+
+    float r = sqrt( dot(p,p) );
+    float a = atan(p.y,p.x) + 0.5*sin(0.5*r-0.5*u_time);
+
+    float s = 0.5 + 0.5*cos(7.0*a);
+    s = smoothstep(0.0,1.0,s);
+    s = smoothstep(0.0,1.0,s);
+    s = smoothstep(0.0,1.0,s);
+    s = smoothstep(0.0,1.0,s);
+
+    uv.x = u_time + 1.0/( r + .2*s);
+    uv.y = 3.0*a/3.1416;
+
+    float w = (0.5 + 0.5*s)*r*r;
+
+    vec3 col = texture2D(u_tex0,uv).xyz;
+
+    float ao = 0.5 + 0.5*cos(7.0*a);
+    ao = smoothstep(0.0,0.4,ao)-smoothstep(0.4,0.7,ao);
+    ao = 1.0-0.5*ao*r;
+
+    gl_FragColor = vec4(col*w*ao,1.0);
+}
-- 
cgit v1.2.3