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Support using custom shader materials and updating uniform variables (ogre2) #520
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43 changes: 43 additions & 0 deletions
43
examples/custom_shaders_uniforms/media/fragment_shader_330.glsl
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/* | ||
* Copyright (C) 2021 Open Source Robotics Foundation | ||
* | ||
* Licensed under the Apache License, Version 2.0 (the "License"); | ||
* you may not use this file except in compliance with the License. | ||
* You may obtain a copy of the License at | ||
* | ||
* http://www.apache.org/licenses/LICENSE-2.0 | ||
* | ||
* Unless required by applicable law or agreed to in writing, software | ||
* distributed under the License is distributed on an "AS IS" BASIS, | ||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
* See the License for the specific language governing permissions and | ||
* limitations under the License. | ||
* | ||
*/ | ||
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#version 330 | ||
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#define M_PI 3.1415926535897932384626433832795 | ||
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uniform int u_seed; | ||
uniform vec2 u_resolution; | ||
uniform vec3 u_color; | ||
uniform mat4 u_adjustments; | ||
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in vec4 interpolatedPosition; | ||
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out vec4 fragColor; | ||
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float random(vec2 uv, float seed) { | ||
return fract(sin(mod(dot(uv, vec2(12.9898, 78.233)) + 1113.1 * seed, M_PI)) * 43758.5453);; | ||
} | ||
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void main() | ||
{ | ||
vec3 a = vec3(u_adjustments[0][0], u_adjustments[1][0], u_adjustments[2][0]); | ||
vec2 b = vec2(distance(vec3(interpolatedPosition.xyw), a)) * u_adjustments[3][0]; | ||
vec2 normalizedFragCoord = b / u_resolution; | ||
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vec3 color = vec3(random(normalizedFragCoord, float(u_seed))); | ||
fragColor = vec4(color * u_color, 1.0); | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -1,7 +1,24 @@ | ||
varying vec3 interpolatedPosition; | ||
/* | ||
* Copyright (C) 2021 Open Source Robotics Foundation | ||
* | ||
* Licensed under the Apache License, Version 2.0 (the "License"); | ||
* you may not use this file except in compliance with the License. | ||
* You may obtain a copy of the License at | ||
* | ||
* http://www.apache.org/licenses/LICENSE-2.0 | ||
* | ||
* Unless required by applicable law or agreed to in writing, software | ||
* distributed under the License is distributed on an "AS IS" BASIS, | ||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
* See the License for the specific language governing permissions and | ||
* limitations under the License. | ||
* | ||
*/ | ||
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varying vec4 interpolatedPosition; | ||
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void main() | ||
{ | ||
gl_Position = ftransform(); | ||
interpolatedPosition = gl_Position.xyz; | ||
interpolatedPosition = gl_Position; | ||
} |
35 changes: 35 additions & 0 deletions
35
examples/custom_shaders_uniforms/media/vertex_shader_330.glsl
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/* | ||
* Copyright (C) 2021 Open Source Robotics Foundation | ||
* | ||
* Licensed under the Apache License, Version 2.0 (the "License"); | ||
* you may not use this file except in compliance with the License. | ||
* You may obtain a copy of the License at | ||
* | ||
* http://www.apache.org/licenses/LICENSE-2.0 | ||
* | ||
* Unless required by applicable law or agreed to in writing, software | ||
* distributed under the License is distributed on an "AS IS" BASIS, | ||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
* See the License for the specific language governing permissions and | ||
* limitations under the License. | ||
* | ||
*/ | ||
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#version 330 | ||
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in vec4 vertex; | ||
uniform mat4 worldViewProj; | ||
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out gl_PerVertex | ||
{ | ||
vec4 gl_Position; | ||
}; | ||
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out vec4 interpolatedPosition; | ||
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void main() | ||
{ | ||
gl_Position = worldViewProj * vertex; | ||
interpolatedPosition = gl_Position; | ||
} | ||
|
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oops, fixed. 00d56a1