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authorValerio Virgillito2012-07-10 10:45:22 -0700
committerValerio Virgillito2012-07-10 10:45:22 -0700
commitcfb2f95cffd22d5da2694639a8f2f67baf417adc (patch)
tree9250e86f03cf432fd58486accc8e05497e9a40de
parentb2b1d24d6c5741f7cd6e920edfe8781aa9efce1b (diff)
downloadninja-cfb2f95cffd22d5da2694639a8f2f67baf417adc.tar.gz
Removed the shaders that we do not have rights to.
Conflicts: js/io/system/ninjalibrary.json js/models/materials-model.js Signed-off-by: Valerio Virgillito <valerio@motorola.com>
-rw-r--r--assets/descriptor.json12
-rw-r--r--assets/shaders/Deform.frag.glsl30
-rw-r--r--assets/shaders/Fly.frag.glsl24
-rw-r--r--assets/shaders/Julia.frag.glsl26
-rw-r--r--assets/shaders/Keleidoscope.frag.glsl29
-rw-r--r--assets/shaders/Mandel.frag.glsl58
-rw-r--r--assets/shaders/ReliefTunnel.frag.glsl38
-rw-r--r--assets/shaders/SquareTunnel.frag.glsl22
-rw-r--r--assets/shaders/Star.frag.glsl31
-rw-r--r--assets/shaders/Tunnel.frag.glsl24
-rw-r--r--assets/shaders/Twist.frag.glsl26
-rw-r--r--assets/shaders/ZInvert.frag.glsl26
-rw-r--r--assets/shaders/radialBlur.frag.glsl46
-rw-r--r--js/io/system/ninjalibrary.json2
-rwxr-xr-xjs/models/materials-model.js274
-rw-r--r--js/panels/Materials/materials-data.json52
16 files changed, 138 insertions, 582 deletions
diff --git a/assets/descriptor.json b/assets/descriptor.json
index 2cd21830..d9d74e6b 100644
--- a/assets/descriptor.json
+++ b/assets/descriptor.json
@@ -28,35 +28,23 @@
28 "shaders/TwistVert.vert.glsl", 28 "shaders/TwistVert.vert.glsl",
29 "shaders/Basic.vert.glsl", 29 "shaders/Basic.vert.glsl",
30 "shaders/Water.frag.glsl", 30 "shaders/Water.frag.glsl",
31 "shaders/Deform.frag.glsl",
32 "shaders/Water2.frag.glsl", 31 "shaders/Water2.frag.glsl",
33 "shaders/Flag.vert.glsl", 32 "shaders/Flag.vert.glsl",
34 "shaders/Flag.frag.glsl", 33 "shaders/Flag.frag.glsl",
35 "shaders/ZInvert.frag.glsl",
36 "shaders/Fly.frag.glsl",
37 "shaders/linearGradient.frag.glsl", 34 "shaders/linearGradient.frag.glsl",
38 "shaders/Julia.frag.glsl",
39 "shaders/linearGradient.vert.glsl", 35 "shaders/linearGradient.vert.glsl",
40 "shaders/Keleidoscope.frag.glsl",
41 "shaders/plasma.frag.glsl", 36 "shaders/plasma.frag.glsl",
42 "shaders/Mandel.frag.glsl",
43 "shaders/Paris.frag.glsl", 37 "shaders/Paris.frag.glsl",
44 "shaders/plasma.vert.glsl", 38 "shaders/plasma.vert.glsl",
45 "shaders/Pulse.frag.glsl", 39 "shaders/Pulse.frag.glsl",
46 "shaders/radialBlur.frag.glsl",
47 "shaders/ReliefTunnel.frag.glsl",
48 "shaders/radialGradient.frag.glsl", 40 "shaders/radialGradient.frag.glsl",
49 "shaders/SquareTunnel.frag.glsl",
50 "shaders/radialGradient.vert.glsl", 41 "shaders/radialGradient.vert.glsl",
51 "shaders/Star.frag.glsl",
52 "shaders/test_fshader.glsl", 42 "shaders/test_fshader.glsl",
53 "shaders/Taper.frag.glsl", 43 "shaders/Taper.frag.glsl",
54 "shaders/test_fshader_full.glsl", 44 "shaders/test_fshader_full.glsl",
55 "shaders/Taper.vert.glsl", 45 "shaders/Taper.vert.glsl",
56 "shaders/test_vshader.glsl", 46 "shaders/test_vshader.glsl",
57 "shaders/Tunnel.frag.glsl",
58 "shaders/ub_fshader.glsl", 47 "shaders/ub_fshader.glsl",
59 "shaders/Twist.frag.glsl",
60 "shaders/ub_vshader.glsl", 48 "shaders/ub_vshader.glsl",
61 "shaders/TwistVert.frag.glsl" 49 "shaders/TwistVert.frag.glsl"
62 ] 50 ]
diff --git a/assets/shaders/Deform.frag.glsl b/assets/shaders/Deform.frag.glsl
deleted file mode 100644
index a2bb4fa0..00000000
--- a/assets/shaders/Deform.frag.glsl
+++ /dev/null
@@ -1,30 +0,0 @@
1#ifdef GL_ES
2precision highp float;
3#endif
4
5uniform float u_time;
6uniform float u_speed;
7uniform vec2 u_resolution;
8//uniform vec4 mouse;
9uniform sampler2D u_tex0;
10
11void main(void)
12{
13 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
14 //vec2 m = -1.0 + 2.0 * mouse.xy / u_resolution.xy;
15 vec2 m = vec2(-.8, .8);
16
17 float a1 = atan(p.y-m.y,p.x-m.x);
18 float r1 = sqrt(dot(p-m,p-m));
19 float a2 = atan(p.y+m.y,p.x+m.x);
20 float r2 = sqrt(dot(p+m,p+m));
21
22 vec2 uv;
23 uv.x = 0.2*u_time*u_speed + (r1-r2)*0.25;
24 uv.y = sin(2.0*(a1-a2));
25
26 float w = r1*r2*0.8;
27 vec3 col = texture2D(u_tex0,uv).xyz;
28
29 gl_FragColor = vec4(col/(.1+w),1.0);
30} \ No newline at end of file
diff --git a/assets/shaders/Fly.frag.glsl b/assets/shaders/Fly.frag.glsl
deleted file mode 100644
index d36928a1..00000000
--- a/assets/shaders/Fly.frag.glsl
+++ /dev/null
@@ -1,24 +0,0 @@
1#ifdef GL_ES
2precision highp float;
3#endif
4
5uniform vec2 u_resolution;
6uniform float u_time;
7uniform float u_speed;
8uniform sampler2D u_tex0;
9
10void main(void)
11{
12 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
13 vec2 uv;
14
15 float an = u_time*u_speed*.25;
16
17 float x = p.x*cos(an)-p.y*sin(an);
18 float y = p.x*sin(an)+p.y*cos(an);
19
20 uv.x = .25*x/abs(y);
21 uv.y = .20*u_time*u_speed + .25/abs(y);
22
23 gl_FragColor = vec4(texture2D(u_tex0,uv).xyz * y*y, 1.0);
24}
diff --git a/assets/shaders/Julia.frag.glsl b/assets/shaders/Julia.frag.glsl
deleted file mode 100644
index 7e616c40..00000000
--- a/assets/shaders/Julia.frag.glsl
+++ /dev/null
@@ -1,26 +0,0 @@
1#ifdef GL_ES
2precision highp float;
3#endif
4
5uniform vec2 u_resolution;
6uniform float u_time;
7uniform float u_speed;
8
9void main(void)
10{
11 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
12 vec2 cc = vec2( cos(.25*u_time*u_speed), sin(.25*u_time*u_speed*1.423) );
13
14 float dmin = 1000.0;
15 vec2 z = p*vec2(1.33,1.0);
16 for( int i=0; i<64; i++ )
17 {
18 z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y );
19 float m2 = dot(z,z);
20 if( m2>100.0 ) break;
21 dmin=min(dmin,m2);
22 }
23
24 float color = sqrt(sqrt(dmin))*0.7;
25 gl_FragColor = vec4(color,color,color,1.0);
26} \ No newline at end of file
diff --git a/assets/shaders/Keleidoscope.frag.glsl b/assets/shaders/Keleidoscope.frag.glsl
deleted file mode 100644
index 7d95a95b..00000000
--- a/assets/shaders/Keleidoscope.frag.glsl
+++ /dev/null
@@ -1,29 +0,0 @@
1#ifdef GL_ES
2precision highp float;
3#endif
4
5uniform vec2 u_resolution;
6uniform float u_time;
7uniform float u_speed;
8uniform sampler2D u_tex0;
9
10void main(void)
11{
12 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
13 vec2 uv;
14
15 float time = u_time * u_speed;
16
17 float a = atan(p.y,p.x);
18 float r = sqrt(dot(p,p));
19
20 uv.x = 7.0*a/3.1416;
21 uv.y = -time + sin(7.0*r+time) + .7*cos(
22 +7.0*a);
23
24 float w = .5+.5*(sin(time+7.0*r)+ .7*cos(time+7.0*a));
25
26 vec3 col = texture2D(u_tex0,uv*.5).xyz;
27
28 gl_FragColor = vec4(col*w,1.0);
29} \ No newline at end of file
diff --git a/assets/shaders/Mandel.frag.glsl b/assets/shaders/Mandel.frag.glsl
deleted file mode 100644
index 62be76b9..00000000
--- a/assets/shaders/Mandel.frag.glsl
+++ /dev/null
@@ -1,58 +0,0 @@
1#ifdef GL_ES
2precision highp float;
3#endif
4
5uniform vec2 u_resolution;
6uniform float u_time;
7uniform float u_speed;
8
9void main(void)
10{
11 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
12 p.x *= u_resolution.x/u_resolution.y;
13
14 float time = u_time * u_speed;
15
16 float zoo = .62+.38*sin(.1*time);
17 float coa = cos( 0.1*(1.0-zoo)*time );
18 float sia = sin( 0.1*(1.0-zoo)*time );
19 zoo = pow( zoo,8.0);
20 vec2 xy = vec2( p.x*coa-p.y*sia, p.x*sia+p.y*coa);
21 vec2 cc = vec2(-.745,.186) + xy*zoo;
22
23 vec2 z = vec2(0.0);
24 vec2 z2 = z*z;
25 float m2;
26 float co = 0.0;
27
28
29 // chrome/angelproject/nvidia/glslES don't seem to like to "break" a loop...
30 // so we have to rewrite it in another way
31/*
32 for( int i=0; i<256; i++ )
33 {
34 z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y );
35 m2 = dot(z,z);
36 if( m2>1024.0 ) break;
37 co += 1.0;
38 }
39*/
40
41 for( int i=0; i<256; i++ )
42 {
43 if( m2<1024.0 )
44 {
45 z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y );
46 m2 = dot(z,z);
47 co += 1.0;
48 }
49 }
50
51 co = co + 1.0 - log2(.5*log2(m2));
52