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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2Tests/compile_shader/wood.frag | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2Tests/compile_shader/wood.frag')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2Tests/compile_shader/wood.frag | 66 |
1 files changed, 66 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2Tests/compile_shader/wood.frag b/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2Tests/compile_shader/wood.frag new file mode 100644 index 0000000000..4f3fe797b2 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL2Tests/compile_shader/wood.frag @@ -0,0 +1,66 @@ + +/* +Copyright (c) 2019 The Khronos Group Inc. +Use of this source code is governed by an MIT-style license that can be +found in the LICENSE.txt file. +*/ + + +#ifdef GL_ES +precision mediump float; +#endif +uniform float GrainSize; +uniform vec3 DarkColor; +uniform vec3 colorSpread; + +varying float lightIntensity; +varying vec3 Position; + +void main (void) +{ + // + // cheap noise + // + vec3 location = Position; + + vec3 floorvec = vec3(floor(Position.x * 10.0), 0.0, floor(Position.z * 10.0)); + vec3 noise = Position * 10.0 - floorvec - 0.5; + noise *= noise; + location += noise * 0.12; + + // + // distance from axis + // + float dist = location.x * location.x + location.z * location.z; + float grain = dist / GrainSize; + + // + // grain effects as function of distance + // + float brightness = fract(grain); + if (brightness > 0.5) + brightness = (1.0 - brightness); + vec3 color = DarkColor + 0.5 * brightness * (colorSpread); + + brightness = fract(grain*7.0); + if (brightness > 0.5) + brightness = 1.0 - brightness; + color -= 0.5 * brightness * colorSpread; + + // + // also as a function of lines parallel to the axis + // + brightness = fract(grain*47.0); + float line = fract(Position.z + Position.x); + float snap = floor(line * 30.0) * (1.0/30.0); + if (line < snap + 0.004) + color -= 0.5 * brightness * colorSpread; + + // + // apply lighting effects from vertex processor + // + color *= lightIntensity; + color = clamp(color, 0.0, 1.0); + + gl_FragColor = vec4(color, 0.1) +} |