void main()
        {

            vUv = uv;
            gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0f);

        }
 void main()
 {
     vPosition = uMVMatrix * vec4(aVertexPosition, 1.0f);
     gl_Position = uPMatrix * vPosition;
     vTextureCoord = aTextureCoord;
     vTransformedNormal = uNMatrix * aVertexNormal;
 }
        void mainImage(out vec4 fragColor, vec2 fragCoord)
        {
            vec2 texCoord = fragCoord.xy / iResolution.xy;
            vec2 thetaphi = ((texCoord * 2.0f) - vec2(1.0f)) * vec2(3.1415926535897932384626433832795f, 1.5707963267948966192313216916398f);
            vec3 rayDirection = vec3(cos(thetaphi.y) * cos(thetaphi.x), sin(thetaphi.y), cos(thetaphi.y) * sin(thetaphi.x));
            fragColor = textureCube(iChannel0, rayDirection);

        }
        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page)
        {
            var a = new vec2 { x = 3, y = 4 };

            a.ToString().ToDocumentTitle();
            // Send data from JavaScript to the server tier
            service.WebMethod2(
                @"A string from JavaScript.",
                value => value.ToDocumentTitle()
            );
        }
        vec2 v_TexCoordinate;   // This will be passed into the fragment shader.    		

        // The entry point for our vertex shader.  
        void main()
        {
            // Transform the vertex into eye space. 	
            v_Position = vec3(u_MVMatrix * a_Position);

            // Pass through the texture coordinate.
            v_TexCoordinate = a_TexCoordinate;

            // Transform the normal's orientation into eye space.
            v_Normal = vec3(u_MVMatrix * vec4(a_Normal, 0.0f));

            // gl_Position is a special variable used to store the final position.
            // Multiply the vertex by the matrix to get the final point in normalized screen coordinates.
            gl_Position = u_MVPMatrix * a_Position;
        }
        // Construct perspective matrix

        vec3 computeSpherePosition(vec2 uv, float r)
        {

            var p = default(vec3);

            float fi = uv.x * PI * 2.0f;
            float th = uv.y * PI;

            p.x = r * sin(th) * cos(fi);
            p.y = r * sin(th) * sin(fi);
            p.z = r * cos(th);

            return p;

        }
        void main()
        {
            gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0f);
            vTextureCoord = aTextureCoord;

            if (!uUseLighting)
            {
                vLightWeighting = vec3(1.0f, 1.0f, 1.0f);
            }
            else
            {
                vec3 transformedNormal = uNMatrix * aVertexNormal;
                float directionalLightWeighting = max(dot(transformedNormal, uLightingDirection), 0.0f);
                vLightWeighting = uAmbientColor + uDirectionalColor * directionalLightWeighting;
            }
        }
 void main()
 {
     vec3 pos = aVertexPosition;
     // -- displace the x coordinate based on the time and the z position 
     pos.x += cos(fTime + (aVertexPosition.z / 4.0f));
     // -- displace the y coordinate based on the time and the z position 
     pos.y += sin(fTime + (aVertexPosition.z / 4.0f));
     // -- transform the vertex 
     gl_Position = uPMatrix * uMVMatrix * vec4(pos, 1.0f);
     // -- copy the vertex color
     vColor = aVertexColor;
     // -- displace the texture's y (v) coordinate. This gives the illusion of movement.
     vec2 texcoord = aTextureCoord;
     texcoord.y = texcoord.y + (fTime);
     // -- copy the texture coordinate 
     vTextureCoord = texcoord;
 }
        void main()
        {
            vec4 mvPosition = uMVMatrix * vec4(aVertexPosition, 1.0f);
            gl_Position = uPMatrix * mvPosition;
            vTextureCoord = aTextureCoord;

            if (!uUseLighting)
            {
                vLightWeighting = vec3(1.0f, 1.0f, 1.0f);
            }
            else
            {
                vec3 lightDirection = normalize(uPointLightingLocation - mvPosition.xyz);

                vec3 transformedNormal = uNMatrix * aVertexNormal;
                float directionalLightWeighting = max(dot(transformedNormal, lightDirection), 0.0f);
                vLightWeighting = uAmbientColor + uPointLightingColor * directionalLightWeighting;
            }
        }
        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20151016/azimuthal
        void mainImage(out vec4 fragColor, vec2 fragCoord)
        {
            const float pi2 = 6.283185307179586476925286766559f;
            vec4 c = vec4(0.0f, 0.0f, 0.0f, 1.0f);
            vec2 uv = default(vec2);        // texture coord = scaled spherical coordinates
            float a, d;      // azimuth,distance
            d = length(fragCoord);
            if (d < 1.0)      // inside projected sphere surface
            {
                a = atan(-fragCoord.x, fragCoord.y);
                if (a < 0.0) a += pi2;
                if (a > pi2) a -= pi2;
                uv.x = a / pi2;
                uv.y = d;
                c = texture2D(iChannel0, uv);
            }

            fragColor = c;
        }
        void main()
        {

            vec2 position = -1.0f + 2.0f * gl_FragCoord.xy / resolution.xy;

            float a = atan(position.y, position.x);
            float r = sqrt(dot(position, position));

            var uv = new vec2();
            uv.x = cos(a) / r;
            uv.y = sin(a) / r;
            uv /= 10.0f;
            uv += time * 0.05f;

            vec3 color = texture2D(texture, uv).rgb;

            gl_FragColor = vec4(color * r * 1.5f, 1.0f);

        }
 static protected vec4 vec4(vec2 x, vec2 y)
 {
     throw new NotImplementedException();
 }
 protected vec4 texture2D(sampler2D sampler, vec2 coord) { throw new NotImplementedException(); }
 void main()
 {
     gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0f);
     vTextureCoord = aTextureCoord;
 }
 static protected vec4 vec4(vec2 x, float y, float z)
 {
     throw new NotImplementedException();
 }
 static protected vec4 vec4(vec2 x, vec2 y)
 {
     throw new NotImplementedException();
 }
 float r(vec2 n)
 {
     return r(dot(n, vec2(2.46f, -1.21f)));
 }
        //void mainImage(out vec4 fragColor, in vec2 fragCoord)
        void mainImage(out vec4 fragColor, vec2 fragCoord)
        {
            vec3 resolution = iResolution;
            vec2 uv = gl_FragCoord.xy / resolution.xy;
            uv = 2.0f * uv - 1.0f;
            uv.x *= resolution.x / resolution.y;
            vec2 m = iMouse.xy / resolution.xy;
            m = 2.0f * m - 1.0f;
            m.x *= resolution.x / resolution.y;
            es[0] = new Esfera
            {
                center = vec3(3.0f, -1.0f, 0.0f),
                r = 2.0f,
                id = 0,
                m = mee
            };

            es[1] = new Esfera
            {
                center = vec3(-3.0f, -1.0f, -5.0f),
                r = 2.0f,
                id = 0,
                m = me
            };

            vec3 at = vec3(0.0f);
            vec3 eye = vec3(6.0f * 2.0f * sin(0.5f * iGlobalTime), 5, 10);
            vec3 look = normalize(at - eye);
            vec3 up = vec3(0.0f, 1.0f, 0.0f);
            vec3 ww = cross(look, up);
            vec3 vv = cross(ww, look);
            vec3 dx = tan(radians(30.0f)) * ww;
            vec3 dy = tan(radians(30.0f)) * vv;
            eye.xy *= abs(m.xy);
            Ray R = new Ray { origin = eye, direction = normalize(look + dx * uv.x + dy * uv.y) };
            vec3 col = trace(R);
            fragColor = vec4(col, 1.0f);

        }
 static protected vec3 vec3(float z, vec2 v)
 {
     throw new NotImplementedException();
 }
 void main()
 {
     gl_Position = vec4(position, 0.0f, 1.0f);
     tc = vec2(position.x, position.y * h);
 }
        void main()
        {

            vUv = uv;

            vec4 mPosition = modelMatrix * vec4(position, 1.0f);
            vec3 nWorld = normalize(mat3(modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz) * normal);
            vReflect = normalize(reflect(normalize(mPosition.xyz - cameraPosition), nWorld));

            pos = position;
            //float noise = .3 * pnoise( 8.0 * vec3( normal ) );
            float noise = 10.0f * -.10f * turbulence(.5f * normal + time);
            //float noise = - stripes( normal.x + 2.0 * turbulence( normal ), 1.6 );

            float displacement = -weight * noise;
            displacement += 5.0f * pnoise(0.05f * position + vec3(2.0f * time), vec3(100.0f));

            ao = noise;
            vec3 newPosition = position + normal * vec3(displacement);
            gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0f);

        }
 static protected vec4 vec4(vec2 x, float y, float z)
 {
     throw new NotImplementedException();
 }
		void mainImage(out vec4 fragColor, vec2 fragCoord)
		{
			vec2 p = (-iResolution.xy + 2.0f * fragCoord.xy) / iResolution.y;
			vec2 m = iMouse.xy / iResolution.xy;

			//-----------------------------------------------------
			// camera
			//-----------------------------------------------------

			// camera movement
			vec3 ro, ta;
			doCamera(out ro, out ta, iGlobalTime, m.x);

			// camera matrix
			mat3 camMat = calcLookAtMatrix(ro, ta, 0.0f);  // 0.0 is the camera roll

			// create view ray
			vec3 rd = normalize(camMat * vec3(p.xy, 2.0f));	// 2.0 is the lens length

			//-----------------------------------------------------
			// render
			//-----------------------------------------------------

			vec3 col = doBackground();

			// raymarch
			float t = calcIntersection(ro, rd);
			if (t > -0.5)
			{
				// geometry
				vec3 pos = ro + t * rd;
				vec3 nor = calcNormal(pos);

				// materials
				vec3 mal = doMaterial(pos, nor);

				col = mix(doLighting(pos, nor, rd, t, mal), col, fog(t, max(0.0f, 0.2f - pos.y * 0.3f)));
			}

			//-----------------------------------------------------
			// postprocessing
			//-----------------------------------------------------
			// gamma
			col = pow(clamp(col, 0.0f, 1.0f), vec3(0.4545f));
			col.g = smoothstep(0.0f, 1.05f, col.g);
			col.r = smoothstep(0.1f, 1.1f, col.r);
			col *= 1.0f + dot(p, p * 0.08f);

			fragColor = vec4(col, 1.0f);
		}
示例#24
0
 void main()
 {
     gl_Position = vec4(aPos, 1.0f);
     vTexCoord = aTexCoord;
 }
 static protected vec3 vec3(float z, vec2 v)
 {
     throw new NotImplementedException();
 }