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      1 /*
      2  * Copyright (C) 2012 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 package android.opengl.cts;
     17 
     18 public class Shaders {
     19     public static String successfulcompile_frag =
     20         "#ifdef GL_ES \n"
     21         + "precision mediump float; \n"
     22         + "#endif \n"
     23         + "uniform float   mortarThickness; \n"
     24         + "uniform vec3    brickColor; \n"
     25         + "uniform vec3    mortarColor; \n"
     26 
     27         + "uniform float   brickMortarWidth; \n"
     28         + "uniform float   brickMortarHeight; \n"
     29         + "uniform float   mwf; \n"
     30         + "uniform float   mhf; \n"
     31 
     32         + "varying vec3  Position; \n"
     33         + "varying float lightIntensity; \n"
     34         + "\n"
     35         + "void main (void){ \n"
     36         + "    vec3    ct; \n"
     37         + "    float   ss, tt, w, h; \n"
     38         + ""
     39         + "    vec3 pos = Position; \n"
     40         + ""
     41         + "    ss = pos.x / brickMortarWidth; \n"
     42         + "    tt = pos.z / brickMortarHeight; \n"
     43         + "    if (fract (tt * 0.5) > 0.5) \n"
     44         + "        ss += 0.5; \n"
     45 
     46         + "    ss = fract (ss); \n"
     47         + "    tt = fract (tt); \n"
     48 
     49         + "    w = step (mwf, ss) - step (1.0 - mwf, ss); \n"
     50         + "    h = step (mhf, tt) - step (1.0 - mhf, tt); \n"
     51 
     52         + "    ct = clamp(mix (mortarColor, brickColor, w * h) * lightIntensity, 0.0, 1.0); \n"
     53 
     54         + "    gl_FragColor = vec4 (ct, 1.0); \n"
     55         + "} \n";
     56 
     57 }
     58