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/Water.frag.glsl | 55 ++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 55 insertions(+)
 create mode 100644 assets/shaders/Water.frag.glsl

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

diff --git a/assets/shaders/Water.frag.glsl b/assets/shaders/Water.frag.glsl
new file mode 100644
index 00000000..5b71a658
--- /dev/null
+++ b/assets/shaders/Water.frag.glsl
@@ -0,0 +1,55 @@
+#ifdef GL_ES
+precision highp float;
+#endif
+
+uniform sampler2D u_tex0;
+uniform float u_time;
+uniform vec2 u_resolution;
+
+const float speedx = 1./ 0.1;
+const float speedy = 1./ .01;
+const float speedr = 1./ 0.01;
+const float delta = 20.;
+const float intence = 10.;
+const int dif = 7;
+
+float col(vec2 coord)
+{
+  float delta_theta = 3.1415926535897932 / float(dif);
+  float col = 0.;
+  float theta = 0.;
+  theta = u_time/200.;
+
+  coord.x += u_time/speedx;
+  coord.y += u_time/speedy;
+  for (int i = 0; i < dif; i++)
+  {
+    coord.x += u_time/speedr;
+    theta = theta + delta_theta;
+    col = col + cos( (coord.x*cos(theta) - coord.y*sin(theta))*20. );
+  }
+
+  return cos(col);
+}
+
+void main(void)
+{
+	vec2 p = (gl_FragCoord.xy) / u_resolution.xy;
+
+	vec2 c1 = p;
+	vec2 c2 = p;
+
+	c2.x = c2.x+u_resolution.x/delta;
+	float dx = (col(c1)-col(c2))/delta;
+
+	c2 = p;
+	c2.y = c2.y + u_resolution.y/delta;
+	float dy = (col(c1)-col(c2))/delta;
+
+	c1.x = c1.x+dx;
+	c1.y = -(c1.y+dy);
+
+	float alpha = 1.+dot(dx,dy)*intence;
+	if (alpha < 0.7) alpha = 0.7;
+	gl_FragColor = texture2D(u_tex0,c1)*(alpha);
+}
-- 
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/Water.frag.glsl | 55 ------------------------------------------
 1 file changed, 55 deletions(-)
 delete mode 100644 assets/shaders/Water.frag.glsl

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

diff --git a/assets/shaders/Water.frag.glsl b/assets/shaders/Water.frag.glsl
deleted file mode 100644
index 5b71a658..00000000
--- a/assets/shaders/Water.frag.glsl
+++ /dev/null
@@ -1,55 +0,0 @@
-#ifdef GL_ES
-precision highp float;
-#endif
-
-uniform sampler2D u_tex0;
-uniform float u_time;
-uniform vec2 u_resolution;
-
-const float speedx = 1./ 0.1;
-const float speedy = 1./ .01;
-const float speedr = 1./ 0.01;
-const float delta = 20.;
-const float intence = 10.;
-const int dif = 7;
-
-float col(vec2 coord)
-{
-  float delta_theta = 3.1415926535897932 / float(dif);
-  float col = 0.;
-  float theta = 0.;
-  theta = u_time/200.;
-
-  coord.x += u_time/speedx;
-  coord.y += u_time/speedy;
-  for (int i = 0; i < dif; i++)
-  {
-    coord.x += u_time/speedr;
-    theta = theta + delta_theta;
-    col = col + cos( (coord.x*cos(theta) - coord.y*sin(theta))*20. );
-  }
-
-  return cos(col);
-}
-
-void main(void)
-{
-	vec2 p = (gl_FragCoord.xy) / u_resolution.xy;
-
-	vec2 c1 = p;
-	vec2 c2 = p;
-
-	c2.x = c2.x+u_resolution.x/delta;
-	float dx = (col(c1)-col(c2))/delta;
-
-	c2 = p;
-	c2.y = c2.y + u_resolution.y/delta;
-	float dy = (col(c1)-col(c2))/delta;
-
-	c1.x = c1.x+dx;
-	c1.y = -(c1.y+dy);
-
-	float alpha = 1.+dot(dx,dy)*intence;
-	if (alpha < 0.7) alpha = 0.7;
-	gl_FragColor = texture2D(u_tex0,c1)*(alpha);
-}
-- 
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/Water.frag.glsl | 55 ++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 55 insertions(+)
 create mode 100644 assets/shaders/Water.frag.glsl

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

diff --git a/assets/shaders/Water.frag.glsl b/assets/shaders/Water.frag.glsl
new file mode 100644
index 00000000..5b71a658
--- /dev/null
+++ b/assets/shaders/Water.frag.glsl
@@ -0,0 +1,55 @@
+#ifdef GL_ES
+precision highp float;
+#endif
+
+uniform sampler2D u_tex0;
+uniform float u_time;
+uniform vec2 u_resolution;
+
+const float speedx = 1./ 0.1;
+const float speedy = 1./ .01;
+const float speedr = 1./ 0.01;
+const float delta = 20.;
+const float intence = 10.;
+const int dif = 7;
+
+float col(vec2 coord)
+{
+  float delta_theta = 3.1415926535897932 / float(dif);
+  float col = 0.;
+  float theta = 0.;
+  theta = u_time/200.;
+
+  coord.x += u_time/speedx;
+  coord.y += u_time/speedy;
+  for (int i = 0; i < dif; i++)
+  {
+    coord.x += u_time/speedr;
+    theta = theta + delta_theta;
+    col = col + cos( (coord.x*cos(theta) - coord.y*sin(theta))*20. );
+  }
+
+  return cos(col);
+}
+
+void main(void)
+{
+	vec2 p = (gl_FragCoord.xy) / u_resolution.xy;
+
+	vec2 c1 = p;
+	vec2 c2 = p;
+
+	c2.x = c2.x+u_resolution.x/delta;
+	float dx = (col(c1)-col(c2))/delta;
+
+	c2 = p;
+	c2.y = c2.y + u_resolution.y/delta;
+	float dy = (col(c1)-col(c2))/delta;
+
+	c1.x = c1.x+dx;
+	c1.y = -(c1.y+dy);
+
+	float alpha = 1.+dot(dx,dy)*intence;
+	if (alpha < 0.7) alpha = 0.7;
+	gl_FragColor = texture2D(u_tex0,c1)*(alpha);
+}
-- 
cgit v1.2.3