Revision: 8571
          http://playerstage.svn.sourceforge.net/playerstage/?rev=8571&view=rev
Author:   natepak
Date:     2010-03-09 19:41:05 +0000 (Tue, 09 Mar 2010)

Log Message:
-----------
Updates

Modified Paths:
--------------
    code/gazebo/trunk/Media/rtshaderlib/FFPLib_Common.cg
    code/gazebo/trunk/Media/rtshaderlib/FFPLib_Common.glsl
    code/gazebo/trunk/Media/rtshaderlib/FFPLib_Common.hlsl
    code/gazebo/trunk/Media/rtshaderlib/SampleLib_ReflectionMap.cg
    code/gazebo/trunk/Media/rtshaderlib/SampleLib_ReflectionMap.glsl
    code/gazebo/trunk/Media/rtshaderlib/SampleLib_ReflectionMap.hlsl

Modified: code/gazebo/trunk/Media/rtshaderlib/FFPLib_Common.cg
===================================================================
--- code/gazebo/trunk/Media/rtshaderlib/FFPLib_Common.cg        2010-03-09 
19:36:03 UTC (rev 8570)
+++ code/gazebo/trunk/Media/rtshaderlib/FFPLib_Common.cg        2010-03-09 
19:41:05 UTC (rev 8571)
@@ -91,6 +91,13 @@
 }
 
 //-----------------------------------------------------------------------------
+void FFP_Construct(in float r,                                    
+                                  out float4 vOut)
+{
+       vOut = float4(r,r,r,r);
+}
+
+//-----------------------------------------------------------------------------
 void FFP_Modulate(in float vIn0, in float vIn1, out float vOut)
 {
        vOut = vIn0 * vIn1;

Modified: code/gazebo/trunk/Media/rtshaderlib/FFPLib_Common.glsl
===================================================================
--- code/gazebo/trunk/Media/rtshaderlib/FFPLib_Common.glsl      2010-03-09 
19:36:03 UTC (rev 8570)
+++ code/gazebo/trunk/Media/rtshaderlib/FFPLib_Common.glsl      2010-03-09 
19:41:05 UTC (rev 8571)
@@ -86,6 +86,13 @@
 }
 
 //-----------------------------------------------------------------------------
+void FFP_Construct(in float r,                                    
+                                  out vec4 vOut)
+{
+       vOut = vec4(r,r,r,r);
+}
+
+//-----------------------------------------------------------------------------
 void FFP_Construct(in float r, 
                         in float g,
                         out vec2 vOut)

Modified: code/gazebo/trunk/Media/rtshaderlib/FFPLib_Common.hlsl
===================================================================
--- code/gazebo/trunk/Media/rtshaderlib/FFPLib_Common.hlsl      2010-03-09 
19:36:03 UTC (rev 8570)
+++ code/gazebo/trunk/Media/rtshaderlib/FFPLib_Common.hlsl      2010-03-09 
19:41:05 UTC (rev 8571)
@@ -92,6 +92,13 @@
 }
 
 //-----------------------------------------------------------------------------
+void FFP_Construct(in float r,                                    
+                                  out float4 vOut)
+{
+       vOut = float4(r,r,r,r);
+}
+
+//-----------------------------------------------------------------------------
 void FFP_Modulate(in float vIn0, in float vIn1, out float vOut)
 {
        vOut = vIn0 * vIn1;

Modified: code/gazebo/trunk/Media/rtshaderlib/SampleLib_ReflectionMap.cg
===================================================================
--- code/gazebo/trunk/Media/rtshaderlib/SampleLib_ReflectionMap.cg      
2010-03-09 19:36:03 UTC (rev 8570)
+++ code/gazebo/trunk/Media/rtshaderlib/SampleLib_ReflectionMap.cg      
2010-03-09 19:41:05 UTC (rev 8571)
@@ -36,12 +36,13 @@
                                                    in sampler2D 
reflectionSampler, 
                                                    in float2 
reflectionSamplerTexCoord,                                                    
                                                    in float3 baseColor,
+                                                   in float reflectionPower,
                                                    out float3 vOut)
 {
        float3 maskTexel           = tex2D(maskSampler, 
maskSamplerTexCoord).xyz;
        float3 reflectionTexel = tex2D(reflectionSampler, 
reflectionSamplerTexCoord).xyz;
        
-       vOut = baseColor + reflectionTexel.xyz*maskTexel.xyz;
+       vOut = baseColor + reflectionTexel.xyz*maskTexel.xyz*reflectionPower;
 }
 
 //-----------------------------------------------------------------------------
@@ -50,11 +51,12 @@
                                                    in samplerCUBE 
reflectionSampler, 
                                                    in float3 
reflectionSamplerTexCoord,                                                   
                                                    in float3 baseColor,
+                                                   in float reflectionPower,
                                                    out float3 vOut)
 {
        float3 maskTexel           = tex2D(maskSampler, 
maskSamplerTexCoord).xyz;
        float3 reflectionTexel = texCUBE(reflectionSampler, 
reflectionSamplerTexCoord).xyz;
        
-       vOut = baseColor + reflectionTexel.xyz*maskTexel.xyz;
+       vOut = baseColor + reflectionTexel.xyz*maskTexel.xyz*reflectionPower;
 }
        
\ No newline at end of file

Modified: code/gazebo/trunk/Media/rtshaderlib/SampleLib_ReflectionMap.glsl
===================================================================
--- code/gazebo/trunk/Media/rtshaderlib/SampleLib_ReflectionMap.glsl    
2010-03-09 19:36:03 UTC (rev 8570)
+++ code/gazebo/trunk/Media/rtshaderlib/SampleLib_ReflectionMap.glsl    
2010-03-09 19:41:05 UTC (rev 8571)
@@ -37,13 +37,14 @@
                                                    in sampler2D 
reflectionSampler, 
                                                    in vec2 
reflectionSamplerTexCoord,                                              
                                                    in vec3 baseColor,
+                                                   in float reflectionPower,
                                                    out vec3 vOut)
 {
        vec3 maskTexel     = texture2D(maskSampler, maskSamplerTexCoord).xyz;
        reflectionSamplerTexCoord.y = -reflectionSamplerTexCoord.y; // Hack for 
gl 
        vec3 reflectionTexel = texture2D(reflectionSampler, 
reflectionSamplerTexCoord).xyz;
        
-       vOut = baseColor + reflectionTexel.xyz*maskTexel.xyz;
+       vOut = baseColor + reflectionTexel.xyz*maskTexel.xyz*reflectionPower;
 }
 
 //-----------------------------------------------------------------------------
@@ -52,12 +53,13 @@
                                                    in samplerCube 
reflectionSampler, 
                                                    in vec3 
reflectionSamplerTexCoord,                                             
                                                    in vec3 baseColor,
+                                                   in float reflectionPower,
                                                    out vec3 vOut)
 {
        vec3 maskTexel     = texture2D(maskSampler, maskSamplerTexCoord).xyz;
        reflectionSamplerTexCoord.z = -reflectionSamplerTexCoord.z; // Hack for 
gl 
        vec3 reflectionTexel = textureCube(reflectionSampler, 
reflectionSamplerTexCoord).xyz;
        
-       vOut = baseColor + reflectionTexel.xyz*maskTexel.xyz;
+       vOut = baseColor + reflectionTexel.xyz*maskTexel.xyz*reflectionPower;
 }
        

Modified: code/gazebo/trunk/Media/rtshaderlib/SampleLib_ReflectionMap.hlsl
===================================================================
--- code/gazebo/trunk/Media/rtshaderlib/SampleLib_ReflectionMap.hlsl    
2010-03-09 19:36:03 UTC (rev 8570)
+++ code/gazebo/trunk/Media/rtshaderlib/SampleLib_ReflectionMap.hlsl    
2010-03-09 19:41:05 UTC (rev 8571)
@@ -36,12 +36,13 @@
                                                    in sampler2D 
reflectionSampler, 
                                                    in float2 
reflectionSamplerTexCoord,                                                    
                                                    in float3 baseColor,
+                                                   in float reflectionPower,
                                                    out float3 vOut)
 {
        float3 maskTexel           = tex2D(maskSampler, 
maskSamplerTexCoord).xyz;
        float3 reflectionTexel = tex2D(reflectionSampler, 
reflectionSamplerTexCoord).xyz;
        
-       vOut = baseColor + reflectionTexel.xyz*maskTexel.xyz;
+       vOut = baseColor + reflectionTexel.xyz*maskTexel.xyz*reflectionPower;
 }
 
 //-----------------------------------------------------------------------------
@@ -50,11 +51,12 @@
                                                    in samplerCUBE 
reflectionSampler, 
                                                    in float3 
reflectionSamplerTexCoord,                                                   
                                                    in float3 baseColor,
+                                                   in float reflectionPower,
                                                    out float3 vOut)
 {
        float3 maskTexel           = tex2D(maskSampler, 
maskSamplerTexCoord).xyz;
        float3 reflectionTexel = texCUBE(reflectionSampler, 
reflectionSamplerTexCoord).xyz;
        
-       vOut = baseColor + reflectionTexel.xyz*maskTexel.xyz;
+       vOut = baseColor + reflectionTexel.xyz*maskTexel.xyz*reflectionPower;
 }
        
\ No newline at end of file


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