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@g-pechorin
Created July 18, 2014 21:04
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Apologies for the machine-speek. I'm using NVidia's CGC compiler to do error checks, and she insists that there are errors related to array size
ESPhysicObject.frag.glsl r = 1
ESPhysicObject.frag.glsl $
ESPhysicObject.frag.glsl ! (0) : error C1307: non constant expression for array size
ESPhysicObject.frag.glsl ! (0) : error C1307: non constant expression for array size
ESPhysicObject.frag.glsl ! 61 lines, 2 errors.
ESPhysicObject.vert.glsl r = 1
ESPhysicObject.vert.glsl $
ESPhysicObject.vert.glsl ! (0) : error C1307: non constant expression for array size
ESPhysicObject.vert.glsl ! (0) : error C1307: non constant expression for array size
ESPhysicObject.vert.glsl ! 45 lines, 2 errors.
#ifdef GL_ES
precision highp float;
#endif
// varying
varying vec2 v_va_TextureCoordinates;
varying vec3 v_va_Normals;
// uniforms (not-textures)
uniform mat4 u_projection;
uniform mat4 u_view;
uniform mat4 u_model;
#ifdef GLES2
precision highp float;
#endif
// uniforms (just textures)
uniform sampler2D u_texture;
uniform vec3 y_texture;
// main
void main(void)
{
// compute the fragment color
ivec2 ssa0 = ivec2(1, 1);
vec2 ssa1 = v_va_TextureCoordinates + vec2(ssa0);
vec2 ssa2 = ssa1 * 0.5;
ivec2 ssa3 = ivec2(floor(ssa2));
vec2 ssa4 = ssa2 - vec2(ssa3);
vec2 ssa5 = ssa4 * float(2);
vec2 ssa6 = ssa5 + vec2(ssa0);
vec2 ssa7 = abs(ssa6);
vec4 ssa8 = texture2D(u_texture, (ssa7 * y_texture.z) + y_texture.xy);
ivec4 ssa9 = ivec4(0, -1, 0, 0);
vec4 ssa10 = vec4(v_va_Normals, 0.0);
vec4 ssa11 = u_model * ssa10;
float ssa12 = dot(vec4(ssa9), ssa11);
float ssa13 = max(float(0), ssa12);
float ssa14 = ssa13 * ssa13;
float ssa15 = float(1) - ssa14;
vec4 ssa16 = ssa8 * ssa15;
ivec4 ssa17 = ivec4(1, 1, 0, 1);
float ssa18 = dot(vec4(ssa17), ssa8);
vec4 ssa19 = ssa8 * ssa18;
vec4 ssa20 = ssa19 * ssa13;
vec4 ssa21 = ssa16 + ssa20;//
gl_FragColor = ssa21;
}
// varying
varying vec2 v_va_TextureCoordinates;
varying vec3 v_va_Normals;
// uniforms (not-textures)
uniform mat4 u_projection;
uniform mat4 u_view;
uniform mat4 u_model;
// attributes
attribute vec3 Positions;
attribute vec3 Normals;
attribute vec3 Tangents;
attribute vec3 BiTangents;
attribute vec2 TextureCoordinates;
// main
void main(void)
{
// compute varying //
v_va_TextureCoordinates = TextureCoordinates;
//
v_va_Normals = Normals;
// compute the vertex position
mat4 ssa0 = u_projection * u_view;
mat4 ssa1 = ssa0 * u_model;
vec4 ssa2 = vec4(Positions, 1.0);
vec4 ssa3 = ssa1 * ssa2;//
gl_Position = ssa3;
}
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