From b695c3a3fa3f4cd48c13aa26542110de27075518 Mon Sep 17 00:00:00 2001 From: Drew Moseley Date: Mon, 12 May 2014 15:22:32 -0400 Subject: [PATCH 1/9] mesa-demos: Add missing data files. Add some data files that are present in the git repository: http://cgit.freedesktop.org/mesa/demos/tree/?id=mesa-demos-8.1.0 but not in the release tarball ftp://ftp.freedesktop.org/pub/mesa/demos/8.1.0/mesa-demos-8.1.0.tar.bz2 Upstream-Status: Backport Signed-off-by: Drew Moseley Signed-off-by: Martin Jansa --- src/fpglsl/depth-read.glsl | 4 + src/fpglsl/infinite-loop.glsl | 7 + src/glsl/CH11-bumpmaptex.frag | 47 +++++++ src/glsl/blinking-teapot.frag | 31 +++++ src/glsl/blinking-teapot.vert | 16 +++ src/glsl/convolution.frag | 21 +++ src/glsl/simplex-noise.glsl | 279 ++++++++++++++++++++++++++++++++++++++++ src/glsl/skinning.vert | 24 ++++ src/perf/glslstateschange1.frag | 19 +++ src/perf/glslstateschange1.vert | 14 ++ src/perf/glslstateschange2.frag | 17 +++ src/perf/glslstateschange2.vert | 14 ++ src/vpglsl/infinite-loop.glsl | 8 ++ 13 files changed, 501 insertions(+) create mode 100644 src/fpglsl/depth-read.glsl create mode 100644 src/fpglsl/infinite-loop.glsl create mode 100644 src/glsl/CH11-bumpmaptex.frag create mode 100644 src/glsl/blinking-teapot.frag create mode 100644 src/glsl/blinking-teapot.vert create mode 100644 src/glsl/convolution.frag create mode 100644 src/glsl/simplex-noise.glsl create mode 100644 src/glsl/skinning.vert create mode 100644 src/perf/glslstateschange1.frag create mode 100644 src/perf/glslstateschange1.vert create mode 100644 src/perf/glslstateschange2.frag create mode 100644 src/perf/glslstateschange2.vert create mode 100644 src/vpglsl/infinite-loop.glsl diff --git a/src/fpglsl/depth-read.glsl b/src/fpglsl/depth-read.glsl new file mode 100644 index 0000000..86d298e --- /dev/null +++ b/src/fpglsl/depth-read.glsl @@ -0,0 +1,4 @@ +void main() +{ + gl_FragColor = gl_FragCoord.zzzz; +} diff --git a/src/fpglsl/infinite-loop.glsl b/src/fpglsl/infinite-loop.glsl new file mode 100644 index 0000000..c6dc6ee --- /dev/null +++ b/src/fpglsl/infinite-loop.glsl @@ -0,0 +1,7 @@ +void main() { + vec4 sum = vec4(0); + for (int i = 1; i != 2; i += 2) { + sum += vec4(0.1, 0.1, 0.1, 0.1); + } + gl_FragColor = sum; +} diff --git a/src/glsl/CH11-bumpmaptex.frag b/src/glsl/CH11-bumpmaptex.frag new file mode 100644 index 0000000..b5dabb4 --- /dev/null +++ b/src/glsl/CH11-bumpmaptex.frag @@ -0,0 +1,47 @@ +// +// Fragment shader for procedural bumps +// +// Authors: John Kessenich, Randi Rost +// +// Copyright (c) 2002-2006 3Dlabs Inc. Ltd. +// +// See 3Dlabs-License.txt for license information +// +// Texture mapping/modulation added by Brian Paul +// + +varying vec3 LightDir; +varying vec3 EyeDir; + +uniform float BumpDensity; // = 16.0 +uniform float BumpSize; // = 0.15 +uniform float SpecularFactor; // = 0.5 + +uniform sampler2D Tex; + +void main() +{ + vec3 ambient = vec3(0.25); + vec3 litColor; + vec2 c = BumpDensity * gl_TexCoord[0].st; + vec2 p = fract(c) - vec2(0.5); + + float d, f; + d = p.x * p.x + p.y * p.y; + f = inversesqrt(d + 1.0); + + if (d >= BumpSize) + { p = vec2(0.0); f = 1.0; } + + vec3 SurfaceColor = texture2D(Tex, gl_TexCoord[0].st).xyz; + + vec3 normDelta = vec3(p.x, p.y, 1.0) * f; + litColor = SurfaceColor * (ambient + max(dot(normDelta, LightDir), 0.0)); + vec3 reflectDir = reflect(LightDir, normDelta); + + float spec = max(dot(EyeDir, reflectDir), 0.0); + spec *= SpecularFactor; + litColor = min(litColor + spec, vec3(1.0)); + + gl_FragColor = vec4(litColor, 1.0); +} diff --git a/src/glsl/blinking-teapot.frag b/src/glsl/blinking-teapot.frag new file mode 100644 index 0000000..0db060b --- /dev/null +++ b/src/glsl/blinking-teapot.frag @@ -0,0 +1,31 @@ +#extension GL_ARB_uniform_buffer_object : enable + +layout(std140) uniform colors0 +{ + float DiffuseCool; + float DiffuseWarm; + vec3 SurfaceColor; + vec3 WarmColor; + vec3 CoolColor; + vec4 some[8]; +}; + +varying float NdotL; +varying vec3 ReflectVec; +varying vec3 ViewVec; + +void main (void) +{ + + vec3 kcool = min(CoolColor + DiffuseCool * SurfaceColor, 1.0); + vec3 kwarm = min(WarmColor + DiffuseWarm * SurfaceColor, 1.0); + vec3 kfinal = mix(kcool, kwarm, NdotL); + + vec3 nreflect = normalize(ReflectVec); + vec3 nview = normalize(ViewVec); + + float spec = max(dot(nreflect, nview), 0.0); + spec = pow(spec, 32.0); + + gl_FragColor = vec4 (min(kfinal + spec, 1.0), 1.0); +} diff --git a/src/glsl/blinking-teapot.vert b/src/glsl/blinking-teapot.vert new file mode 100644 index 0000000..397d733 --- /dev/null +++ b/src/glsl/blinking-teapot.vert @@ -0,0 +1,16 @@ +vec3 LightPosition = vec3(0.0, 10.0, 4.0); + +varying float NdotL; +varying vec3 ReflectVec; +varying vec3 ViewVec; + +void main(void) +{ + vec3 ecPos = vec3 (gl_ModelViewMatrix * gl_Vertex); + vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal); + vec3 lightVec = normalize(LightPosition - ecPos); + ReflectVec = normalize(reflect(-lightVec, tnorm)); + ViewVec = normalize(-ecPos); + NdotL = (dot(lightVec, tnorm) + 1.0) * 0.5; + gl_Position = ftransform(); +} diff --git a/src/glsl/convolution.frag b/src/glsl/convolution.frag new file mode 100644 index 0000000..e49b8ac --- /dev/null +++ b/src/glsl/convolution.frag @@ -0,0 +1,21 @@ + +const int KernelSize = 9; + +//texture offsets +uniform vec2 Offset[KernelSize]; +//convolution kernel +uniform vec4 KernelValue[KernelSize]; +uniform sampler2D srcTex; +uniform vec4 ScaleFactor; +uniform vec4 BaseColor; + +void main(void) +{ + int i; + vec4 sum = vec4(0.0); + for (i = 0; i < KernelSize; ++i) { + vec4 tmp = texture2D(srcTex, gl_TexCoord[0].st + Offset[i]); + sum += tmp * KernelValue[i]; + } + gl_FragColor = sum * ScaleFactor + BaseColor; +} diff --git a/src/glsl/simplex-noise.glsl b/src/glsl/simplex-noise.glsl new file mode 100644 index 0000000..b6833cb --- /dev/null +++ b/src/glsl/simplex-noise.glsl @@ -0,0 +1,279 @@ +// +// Description : Array and textureless GLSL 2D/3D/4D simplex +// noise functions. +// Author : Ian McEwan, Ashima Arts. +// Maintainer : ijm +// Lastmod : 20110223 +// License : Copyright (C) 2011 Ashima Arts. All rights reserved. +// Distributed under the Artistic License 2.0; See LICENCE file. +// + +#define NORMALIZE_GRADIENTS +#undef USE_CIRCLE +#define COLLAPSE_SORTNET + +float permute(float x0,vec3 p) { + float x1 = mod(x0 * p.y, p.x); + return floor( mod( (x1 + p.z) *x0, p.x )); + } +vec2 permute(vec2 x0,vec3 p) { + vec2 x1 = mod(x0 * p.y, p.x); + return floor( mod( (x1 + p.z) *x0, p.x )); + } +vec3 permute(vec3 x0,vec3 p) { + vec3 x1 = mod(x0 * p.y, p.x); + return floor( mod( (x1 + p.z) *x0, p.x )); + } +vec4 permute(vec4 x0,vec3 p) { + vec4 x1 = mod(x0 * p.y, p.x); + return floor( mod( (x1 + p.z) *x0, p.x )); + } + +uniform vec4 pParam; +// Example +// const vec4 pParam = vec4( 17.* 17., 34., 1., 7.); + +float taylorInvSqrt(float r) + { + return ( 0.83666002653408 + 0.7*0.85373472095314 - 0.85373472095314 * r ); + } + +float simplexNoise2(vec2 v) + { + const vec2 C = vec2(0.211324865405187134, // (3.0-sqrt(3.0))/6.; + 0.366025403784438597); // 0.5*(sqrt(3.0)-1.); + const vec3 D = vec3( 0., 0.5, 2.0) * 3.14159265358979312; +// First corner + vec2 i = floor(v + dot(v, C.yy) ); + vec2 x0 = v - i + dot(i, C.xx); + +// Other corners + vec2 i1 = (x0.x > x0.y) ? vec2(1.,0.) : vec2(0.,1.) ; + + // x0 = x0 - 0. + 0. * C + vec2 x1 = x0 - i1 + 1. * C.xx ; + vec2 x2 = x0 - 1. + 2. * C.xx ; + +// Permutations + i = mod(i, pParam.x); + vec3 p = permute( permute( + i.y + vec3(0., i1.y, 1. ), pParam.xyz) + + i.x + vec3(0., i1.x, 1. ), pParam.xyz); + +#ifndef USE_CIRCLE +// ( N points uniformly over a line, mapped onto a diamond.) + vec3 x = fract(p / pParam.w) ; + vec3 h = 0.5 - abs(x) ; + + vec3 sx = vec3(lessThan(x,D.xxx)) *2. -1.; + vec3 sh = vec3(lessThan(h,D.xxx)); + + vec3 a0 = x + sx*sh; + vec2 p0 = vec2(a0.x,h.x); + vec2 p1 = vec2(a0.y,h.y); + vec2 p2 = vec2(a0.z,h.z); + +#ifdef NORMALISE_GRADIENTS + p0 *= taylorInvSqrt(dot(p0,p0)); + p1 *= taylorInvSqrt(dot(p1,p1)); + p2 *= taylorInvSqrt(dot(p2,p2)); +#endif + + vec3 g = 2.0 * vec3( dot(p0, x0), dot(p1, x1), dot(p2, x2) ); +#else +// N points around a unit circle. + vec3 phi = D.z * mod(p,pParam.w) /pParam.w ; + vec4 a0 = sin(phi.xxyy+D.xyxy); + vec2 a1 = sin(phi.zz +D.xy); + vec3 g = vec3( dot(a0.xy, x0), dot(a0.zw, x1), dot(a1.xy, x2) ); +#endif +// mix + vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.); + m = m*m ; + return 1.66666* 70.*dot(m*m, g); + } + +float simplexNoise3(vec3 v) + { + const vec2 C = vec2(1./6. , 1./3. ) ; + const vec4 D = vec4(0., 0.5, 1.0, 2.0); + +// First corner + vec3 i = floor(v + dot(v, C.yyy) ); + vec3 x0 = v - i + dot(i, C.xxx) ; + +// Other corners +#ifdef COLLAPSE_SORTNET + vec3 g = vec3( greaterThan( x0.xyz, x0.yzx) ); + vec3 l = vec3( lessThanEqual( x0.xyz, x0.yzx) ); + + vec3 i1 = g.xyz * l.zxy; + vec3 i2 = max( g.xyz, l.zxy); +#else +// Keeping this clean - let the compiler optimize. + vec3 q1; + q1.x = max(x0.x, x0.y); + q1.y = min(x0.x, x0.y); + q1.z = x0.z; + + vec3 q2; + q2.x = max(q1.x,q1.z); + q2.z = min(q1.x,q1.z); + q2.y = q1.y; + + vec3 q3; + q3.y = max(q2.y, q2.z); + q3.z = min(q2.y, q2.z); + q3.x = q2.x; + + vec3 i1 = vec3(equal(q3.xxx, x0)); + vec3 i2 = i1 + vec3(equal(q3.yyy, x0)); +#endif + + // x0 = x0 - 0. + 0. * C + vec3 x1 = x0 - i1 + 1. * C.xxx; + vec3 x2 = x0 - i2 + 2. * C.xxx; + vec3 x3 = x0 - 1. + 3. * C.xxx; + +// Permutations + i = mod(i, pParam.x ); + vec4 p = permute( permute( permute( + i.z + vec4(0., i1.z, i2.z, 1. ), pParam.xyz) + + i.y + vec4(0., i1.y, i2.y, 1. ), pParam.xyz) + + i.x + vec4(0., i1.x, i2.x, 1. ), pParam.xyz); + +// Gradients +// ( N*N points uniformly over a square, mapped onto a octohedron.) + float n_ = 1.0/pParam.w ; + vec3 ns = n_ * D.wyz - D.xzx ; + + vec4 j = p - pParam.w*pParam.w*floor(p * ns.z *ns.z); // mod(p,N*N) + + vec4 x_ = floor(j * ns.z) ; + vec4 y_ = floor(j - pParam.w * x_ ) ; // mod(j,N) + + vec4 x = x_ *ns.x + ns.yyyy; + vec4 y = y_ *ns.x + ns.yyyy; + vec4 h = 1. - abs(x) - abs(y); + + vec4 b0 = vec4( x.xy, y.xy ); + vec4 b1 = vec4( x.zw, y.zw ); + + vec4 s0 = vec4(lessThan(b0,D.xxxx)) *2. -1.; + vec4 s1 = vec4(lessThan(b1,D.xxxx)) *2. -1.; + vec4 sh = vec4(lessThan(h, D.xxxx)); + + vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; + vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; + + vec3 p0 = vec3(a0.xy,h.x); + vec3 p1 = vec3(a0.zw,h.y); + vec3 p2 = vec3(a1.xy,h.z); + vec3 p3 = vec3(a1.zw,h.w); + +#ifdef NORMALISE_GRADIENTS + p0 *= taylorInvSqrt(dot(p0,p0)); + p1 *= taylorInvSqrt(dot(p1,p1)); + p2 *= taylorInvSqrt(dot(p2,p2)); + p3 *= taylorInvSqrt(dot(p3,p3)); +#endif + +// Mix + vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.); + m = m * m; +//used to be 64. + return 48.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), + dot(p2,x2), dot(p3,x3) ) ); + } + +vec4 grad4(float j, vec4 ip) + { + const vec4 ones = vec4(1.,1.,1.,-1.); + vec4 p,s; + + p.xyz = floor( fract (vec3(j) * ip.xyz) *pParam.w) * ip.z -1.0; + p.w = 1.5 - dot(abs(p.xyz), ones.xyz); + s = vec4(lessThan(p,vec4(0.))); + p.xyz = p.xyz + (s.xyz*2.-1.) * s.www; + + return p; + } + +float simplexNoise4(vec4 v) + { + const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4 + 0.309016994374947451); // (sqrt(5) - 1)/4 F4 +// First corner + vec4 i = floor(v + dot(v, C.yyyy) ); + vec4 x0 = v - i + dot(i, C.xxxx); + +// Other corners + +// Force existance of strict total ordering in sort. + vec4 q0 = floor(x0 * 1024.0) + vec4( 0., 1./4., 2./4. , 3./4.); + vec4 q1; + q1.xy = max(q0.xy,q0.zw); // x:z y:w + q1.zw = min(q0.xy,q0.zw); + + vec4 q2; + q2.xz = max(q1.xz,q1.yw); // x:y z:w + q2.yw = min(q1.xz,q1.yw); + + vec4 q3; + q3.y = max(q2.y,q2.z); // y:z + q3.z = min(q2.y,q2.z); + q3.xw = q2.xw; + + vec4 i1 = vec4(lessThanEqual(q3.xxxx, q0)); + vec4 i2 = vec4(lessThanEqual(q3.yyyy, q0)); + vec4 i3 = vec4(lessThanEqual(q3.zzzz, q0)); + + // x0 = x0 - 0. + 0. * C + vec4 x1 = x0 - i1 + 1. * C.xxxx; + vec4 x2 = x0 - i2 + 2. * C.xxxx; + vec4 x3 = x0 - i3 + 3. * C.xxxx; + vec4 x4 = x0 - 1. + 4. * C.xxxx; + +// Permutations + i = mod(i, pParam.x ); + float j0 = permute( permute( permute( permute ( + i.w, pParam.xyz) + i.z, pParam.xyz) + + i.y, pParam.xyz) + i.x, pParam.xyz); + vec4 j1 = permute( permute( permute( permute ( + i.w + vec4(i1.w, i2.w, i3.w, 1. ), pParam.xyz) + + i.z + vec4(i1.z, i2.z, i3.z, 1. ), pParam.xyz) + + i.y + vec4(i1.y, i2.y, i3.y, 1. ), pParam.xyz) + + i.x + vec4(i1.x, i2.x, i3.x, 1. ), pParam.xyz); +// Gradients +// ( N*N*N points uniformly over a cube, mapped onto a 4-octohedron.) + vec4 ip = pParam ; + ip.xy *= pParam.w ; + ip.x *= pParam.w ; + ip = vec4(1.,1.,1.,2.) / ip ; + + vec4 p0 = grad4(j0, ip); + vec4 p1 = grad4(j1.x, ip); + vec4 p2 = grad4(j1.y, ip); + vec4 p3 = grad4(j1.z, ip); + vec4 p4 = grad4(j1.w, ip); + +#ifdef NORMALISE_GRADIENTS + p0 *= taylorInvSqrt(dot(p0,p0)); + p1 *= taylorInvSqrt(dot(p1,p1)); + p2 *= taylorInvSqrt(dot(p2,p2)); + p3 *= taylorInvSqrt(dot(p3,p3)); + p4 *= taylorInvSqrt(dot(p4,p4)); +#endif + +// Mix + vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.); + vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.); + m0 = m0 * m0; + m1 = m1 * m1; + return 32. * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ))) + + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ; + + } + + + diff --git a/src/glsl/skinning.vert b/src/glsl/skinning.vert new file mode 100644 index 0000000..28970ee --- /dev/null +++ b/src/glsl/skinning.vert @@ -0,0 +1,24 @@ +// Vertex weighting/blendin shader +// Brian Paul +// 4 Nov 2008 + +uniform mat4 mat0, mat1; +attribute float weight; + +void main() +{ + // simple diffuse shading + // Note that we should really transform the normal vector along with + // the postion below... someday. + vec3 lightVec = vec3(0, 0, 1); + vec3 norm = gl_NormalMatrix * gl_Normal; + float dot = 0.2 + max(0.0, dot(norm, lightVec)); + gl_FrontColor = vec4(dot); + + // compute sum of weighted transformations + vec4 pos0 = mat0 * gl_Vertex; + vec4 pos1 = mat1 * gl_Vertex; + vec4 pos = mix(pos0, pos1, weight); + + gl_Position = gl_ModelViewProjectionMatrix * pos; +} diff --git a/src/perf/glslstateschange1.frag b/src/perf/glslstateschange1.frag new file mode 100644 index 0000000..0839436 --- /dev/null +++ b/src/perf/glslstateschange1.frag @@ -0,0 +1,19 @@ +// Multi-texture fragment shader +// Brian Paul + +// Composite second texture over first. +// We're assuming the 2nd texture has a meaningful alpha channel. + +uniform sampler2D tex1; +uniform sampler2D tex2; +uniform vec4 UniV1; +uniform vec4 UniV2; + +void main() +{ + vec4 t3; + vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy); + vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy); + t3 = mix(t1, t2, t2.w); + gl_FragColor = t3 + UniV1 + UniV2; +} diff --git a/src/perf/glslstateschange1.vert b/src/perf/glslstateschange1.vert new file mode 100644 index 0000000..cef50db --- /dev/null +++ b/src/perf/glslstateschange1.vert @@ -0,0 +1,14 @@ +// Multi-texture vertex shader +// Brian Paul + + +attribute vec4 TexCoord0, TexCoord1; +attribute vec4 VertCoord; + +void main() +{ + gl_TexCoord[0] = TexCoord0; + gl_TexCoord[1] = TexCoord1; + // note: may use gl_Vertex or VertCoord here for testing: + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; +} diff --git a/src/perf/glslstateschange2.frag b/src/perf/glslstateschange2.frag new file mode 100644 index 0000000..0df0319 --- /dev/null +++ b/src/perf/glslstateschange2.frag @@ -0,0 +1,17 @@ +// Multi-texture fragment shader +// Brian Paul + +// Composite second texture over first. +// We're assuming the 2nd texture has a meaningful alpha channel. + +uniform sampler2D tex1; +uniform sampler2D tex2; +uniform vec4 UniV1; +uniform vec4 UniV2; + +void main() +{ + vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy); + vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy); + gl_FragColor = t1 + t2 + UniV1 + UniV2; +} diff --git a/src/perf/glslstateschange2.vert b/src/perf/glslstateschange2.vert new file mode 100644 index 0000000..cef50db --- /dev/null +++ b/src/perf/glslstateschange2.vert @@ -0,0 +1,14 @@ +// Multi-texture vertex shader +// Brian Paul + + +attribute vec4 TexCoord0, TexCoord1; +attribute vec4 VertCoord; + +void main() +{ + gl_TexCoord[0] = TexCoord0; + gl_TexCoord[1] = TexCoord1; + // note: may use gl_Vertex or VertCoord here for testing: + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; +} diff --git a/src/vpglsl/infinite-loop.glsl b/src/vpglsl/infinite-loop.glsl new file mode 100644 index 0000000..bc7ae4b --- /dev/null +++ b/src/vpglsl/infinite-loop.glsl @@ -0,0 +1,8 @@ +void main() { + gl_Position = gl_Vertex; + vec4 sum = vec4(0); + for (int i = 1; i != 2; i += 2) { + sum += vec4(0.1, 0.1, 0.1, 0.1); + } + gl_FrontColor = sum; +} -- 2.0.0