All pastes #673787 Raw Edit

Mine

public text v1 · immutable
#673787 ·published 2007-08-28 17:54 UTC
rendered paste body
GLSL Shader Compiled.
Memoryblock free: pointer not in memlist

 Code:
struct light{
	vec3 loc;
	vec3 vec;
	vec3 color;
	float dist;
	float energy;
	float att1;
	float att2;
	float att3;
	float att4;
	float gamma;
	float area_x;
	float area_y;
	float sphere;
	float square;
	float area_type;
	float layer;
	mat4 mat;
	float areasize;
	float k;
	float spotsize;
	float spotblend;
};
varying vec3 vert_color;
varying vec3 normal, pos;
varying vec4 realcolor;
uniform vec3 eye;
uniform vec3 amb_color;
uniform float amb_exp, amb_range;
uniform sampler2D colorband_tex;
uniform vec3 u_mat_0_diff_color;
uniform vec3 u_mat_0_spec_color;
uniform vec3 u_mat_0_normal;
uniform float u_mat_0_alpha;
uniform float u_mat_0_diff1;
uniform float u_mat_0_diff2;
uniform float u_mat_0_diff3;
uniform float u_mat_0_spec1;
uniform float u_mat_0_spec2;
uniform float u_mat_0_spec3;
uniform float u_mat_0_amb_fac;
uniform float u_mat_0_emit;
uniform float u_mat_0_hard;
uniform float u_mat_0_tanv;
uniform float u_mat_0_shless;
uniform vec3 mat_0_tex_0_ofs;
uniform vec3 mat_0_tex_0_size;
uniform float mat_0_tex_0_colfac;
uniform float mat_0_tex_0_norfac;
uniform float mat_0_tex_0_varfac;
uniform float mat_0_tex_0_warpfac;
uniform float mat_0_tex_0_neg;
uniform float mat_0_tex_0_norgb;
uniform vec3 mat_0_tex_0_norgbcol;
uniform float mat_0_tex_0_dvarfac;
varying vec3 mat_0_tex_0_coords;
uniform light lights[1];
float area_energy(light l, vec3 vnormal);
vec3 tex_blend_mix(vec3 texcol, vec3 col, float fac1, float fac2)
{
  float fact = fac1 * fac2;
  float facm = 1.0 - fact;
  vec3 color;
  
  color.r = fact * texcol.r + facm * col.r;
  color.g = fact * texcol.g + facm * col.g;
  color.b = fact * texcol.b + facm * col.b;

  return(color);
}

#define TEX_FUNC material_0_tex_0
#define TEX_DIFFCOL 1
#define TEX_SPECCOL 1
#define TEX_NORMAL 1
#define TEX_COLFAC mat_0_tex_0_colfac
#define TEX_NORFAC mat_0_tex_0_norfac
#define TEX_BLEND tex_blend_mix
void TEX_FUNC(inout vec3 dc, inout vec3 sc, inout vec3 nor, inout float alph, inout float d1, inout float s1, inout float ambf, inout float e, inout float h)
{
  vec4 res = TEX_CALC_FUNC;

#ifdef TEX_DIFFCOL
  dc = TEX_BLEND(res.rgb, dc, res.a, TEX_COLFAC);
#endif

#ifdef TEX_SPECCOL
  sc = TEX_BLEND(res.rgb, sc, res.a, TEX_COLFAC);
#endif

#ifdef TEX_NORMAL

#endif

#ifdef TEX_ALPHA
  alph = TEX_BLEND_VAL(TEX_DVAR, alph, res.a, TEX_VARFAC);
#endif

#ifdef TEX_REF
  d1 = TEX_BLEND_VAL(TEX_DVAR, d1, res.a, TEX_VARFAC);
#endif

#ifdef TEX_SPEC
  s1 = TEX_BLEND_VAL(TEX_DVAR, s1, res.a, TEX_VARFAC);
#endif

#ifdef TEX_AMB
  ambf = TEX_BLEND_VAL(TEX_DVAR, ambf, res.a, TEX_VARFAC);
#endif

#ifdef TEX_EMIT
  e = TEX_BLEND_VAL(TEX_DVAR, e, res.a, TEX_VARFAC);
#endif

#ifdef TEX_HARD
  h = TEX_BLEND_VAL(TEX_DVAR, h, res.a, TEX_VARFAC);
#endif
}

#undef TEX_FUNC
#undef TEX_CALC_FUNC
#undef TEX_BLEND
#undef TEX_BLEND_VAL
#undef TEX_DIFFCOL
#undef TEX_SPECCOL
#undef TEX_NORMAL
#undef TEX_ALPHA
#undef TEX_REF
#undef TEX_SPEC
#undef TEX_AMB
#undef TEX_EMIT
#undef TEX_HARD

#undef TEX_DVAR
#undef TEX_VARFAC
#undef TEX_COLFAC
#undef TEX_NORFAC

#define MATERIAL_ID 0

#define MATERIAL_FUNC material_0
vec3 MATERIAL_FUNC(inout vec3 diff_color, inout vec3 spec_color, inout vec3 normal, inout float alpha, float diff1, float diff2, float diff3, float spec1, float spec2, float spec3, float amb_fac, float emit, float hard, float tanv, float shless){
  vec3 diff_rslt = vec3(0.0, 0.0, 0.0);
  vec3 spec_rslt = vec3(0.0, 0.0, 0.0);
  vec3 amb_rslt = amb_color * amb_fac;
  float vis = 0.0, rslt1, rslt2, diff_fac, spec_fac;
  vec4 diff_cb, spec_cb;
  float diff_cb_res = 0.0;
  float spec_cb_res = 0.0;
  vec3 unnorm = normal;
  vec3 norm = normalize(normal);

  if(tanv > 0.0){
    norm = -(cross(cross(eye - pos, normal), normal));
  }

return(0.0, 0.0, 0.0);
}
#undef MATERIAL_ID
#undef MATERIAL_FUNC
void main(void){  vec3 norm = normal; vec3 diff_color = realcolor.xyz; vec3 spec_color = u_mat_0_spec_color; float alpha = realcolor.a; float diff1 = u_mat_0_diff1; float diff2 = u_mat_0_diff2; float diff3 = u_mat_0_diff3; float spec1 = u_mat_0_spec1; float spec2 = u_mat_0_spec2; float spec3 = u_mat_0_spec3; float amb_fac = u_mat_0_amb_fac; float emit = u_mat_0_emit; float hard = u_mat_0_hard; float tanv = u_mat_0_tanv; float shless = u_mat_0_shless; vec3 result = material_0(diff_color, spec_color, norm, alpha, diff1, diff2, diff3, spec1, spec2, spec3, amb_fac, emit, hard, tanv, shless); gl_FragColor = vec4(result, alpha);}


ec3 loc;
	vec3 vec;
	vec3 color;
	float dist;
	float energy;
	float att1;
	float att2;
	float att3;
	float att4;
	float gamma;
	float area_x;
	float area_y;
	float sphere;
	float square;
	float area_t

GLSL Shader Compile Error

GLSL Program removed.

 GLSL Material created.

GLSL Texture created

GLSL Texture created

 GLSL MaterialTree created.

GLSL Program created.

GLSL Shader code writing...

GLSL Shader Compiled.
Memoryblock free: pointer not in memlist

 Code:
struct light{
	vec3 loc;
	vec3 vec;
	vec3 color;
	float dist;
	float energy;
	float att1;
	float att2;
	float att3;
	float att4;
	float gamma;
	float area_x;
	float area_y;
	float sphere;
	float square;
	float area_type;
	float layer;
	mat4 mat;
	float areasize;
	float k;
	float spotsize;
	float spotblend;
};
varying vec3 vert_color;
varying vec3 normal, pos;
varying vec4 realcolor;
uniform vec3 eye;
uniform vec3 amb_color;
uniform float amb_exp, amb_range;
uniform sampler2D colorband_tex;
uniform vec3 u_mat_0_diff_color;
uniform vec3 u_mat_0_spec_color;
uniform vec3 u_mat_0_normal;
uniform float u_mat_0_alpha;
uniform float u_mat_0_diff1;
uniform float u_mat_0_diff2;
uniform float u_mat_0_diff3;
uniform float u_mat_0_spec1;
uniform float u_mat_0_spec2;
uniform float u_mat_0_spec3;
uniform float u_mat_0_amb_fac;
uniform float u_mat_0_emit;
uniform float u_mat_0_hard;
uniform float u_mat_0_tanv;
uniform float u_mat_0_shless;
uniform vec3 mat_0_tex_0_ofs;
uniform vec3 mat_0_tex_0_size;
uniform float mat_0_tex_0_colfac;
uniform float mat_0_tex_0_norfac;
uniform float mat_0_tex_0_varfac;
uniform float mat_0_tex_0_warpfac;
uniform float mat_0_tex_0_neg;
uniform float mat_0_tex_0_norgb;
uniform vec3 mat_0_tex_0_norgbcol;
uniform float mat_0_tex_0_dvarfac;
varying vec3 mat_0_tex_0_coords;
uniform vec3 mat_0_tex_1_ofs;
uniform vec3 mat_0_tex_1_size;
uniform float mat_0_tex_1_colfac;
uniform float mat_0_tex_1_norfac;
uniform float mat_0_tex_1_varfac;
uniform float mat_0_tex_1_warpfac;
uniform float mat_0_tex_1_neg;
uniform float mat_0_tex_1_norgb;
uniform vec3 mat_0_tex_1_norgbcol;
uniform float mat_0_tex_1_dvarfac;
varying vec3 mat_0_tex_1_coords;
uniform light lights[1];
float area_energy(light l, vec3 vnormal);
float tex_blend_val_mix(float tex, float param, float fac1, float fac2)
{
  float res = 0.0;
  float fact = fac1 * fac2;
  float facm = 1.0 - fact;

  res = fact * tex + facm * param;

  return(res);
}
vec3 tex_blend_mix(vec3 texcol, vec3 col, float fac1, float fac2)
{
  float fact = fac1 * fac2;
  float facm = 1.0 - fact;
  vec3 color;
  
  color.r = fact * texcol.r + facm * col.r;
  color.g = fact * texcol.g + facm * col.g;
  color.b = fact * texcol.b + facm * col.b;

  return(color);
}

#define TEX_FUNC material_0_tex_0
#define TEX_DIFFCOL 1
#define TEX_NORMAL 1
#define TEX_COLFAC mat_0_tex_0_colfac
#define TEX_NORFAC mat_0_tex_0_norfac
#define TEX_BLEND tex_blend_mix
void TEX_FUNC(inout vec3 dc, inout vec3 sc, inout vec3 nor, inout float alph, inout float d1, inout float s1, inout float ambf, inout float e, inout float h)
{
  vec4 res = TEX_CALC_FUNC;

#ifdef TEX_DIFFCOL
  dc = TEX_BLEND(res.rgb, dc, res.a, TEX_COLFAC);
#endif

#ifdef TEX_SPECCOL
  sc = TEX_BLEND(res.rgb, sc, res.a, TEX_COLFAC);
#endif

#ifdef TEX_NORMAL

#endif

#ifdef TEX_ALPHA
  alph = TEX_BLEND_VAL(TEX_DVAR, alph, res.a, TEX_VARFAC);
#endif

#ifdef TEX_REF
  d1 = TEX_BLEND_VAL(TEX_DVAR, d1, res.a, TEX_VARFAC);
#endif

#ifdef TEX_SPEC
  s1 = TEX_BLEND_VAL(TEX_DVAR, s1, res.a, TEX_VARFAC);
#endif

#ifdef TEX_AMB
  ambf = TEX_BLEND_VAL(TEX_DVAR, ambf, res.a, TEX_VARFAC);
#endif

#ifdef TEX_EMIT
  e = TEX_BLEND_VAL(TEX_DVAR, e, res.a, TEX_VARFAC);
#endif

#ifdef TEX_HARD
  h = TEX_BLEND_VAL(TEX_DVAR, h, res.a, TEX_VARFAC);
#endif
}

#undef TEX_FUNC
#undef TEX_CALC_FUNC
#undef TEX_BLEND
#undef TEX_BLEND_VAL
#undef TEX_DIFFCOL
#undef TEX_SPECCOL
#undef TEX_NORMAL
#undef TEX_ALPHA
#undef TEX_REF
#undef TEX_SPEC
#undef TEX_AMB
#undef TEX_EMIT
#undef TEX_HARD

#undef TEX_DVAR
#undef TEX_VARFAC
#undef TEX_COLFAC
#undef TEX_NORFAC

#define TEX_FUNC material_0_tex_1
#define TEX_ALPHA 1
#define TEX_REF 1
#define TEX_DVAR mat_0_tex_1_dvarfac
#define TEX_VARFAC mat_0_tex_1_varfac
#define TEX_BLEND_VAL tex_blend_val_mix
void TEX_FUNC(inout vec3 dc, inout vec3 sc, inout vec3 nor, inout float alph, inout float d1, inout float s1, inout float ambf, inout float e, inout float h)
{
  vec4 res = TEX_CALC_FUNC;

#ifdef TEX_DIFFCOL
  dc = TEX_BLEND(res.rgb, dc, res.a, TEX_COLFAC);
#endif

#ifdef TEX_SPECCOL
  sc = TEX_BLEND(res.rgb, sc, res.a, TEX_COLFAC);
#endif

#ifdef TEX_NORMAL

#endif

#ifdef TEX_ALPHA
  alph = TEX_BLEND_VAL(TEX_DVAR, alph, res.a, TEX_VARFAC);
#endif

#ifdef TEX_REF
  d1 = TEX_BLEND_VAL(TEX_DVAR, d1, res.a, TEX_VARFAC);
#endif

#ifdef TEX_SPEC
  s1 = TEX_BLEND_VAL(TEX_DVAR, s1, res.a, TEX_VARFAC);
#endif

#ifdef TEX_AMB
  ambf = TEX_BLEND_VAL(TEX_DVAR, ambf, res.a, TEX_VARFAC);
#endif

#ifdef TEX_EMIT
  e = TEX_BLEND_VAL(TEX_DVAR, e, res.a, TEX_VARFAC);
#endif

#ifdef TEX_HARD
  h = TEX_BLEND_VAL(TEX_DVAR, h, res.a, TEX_VARFAC);
#endif
}

#undef TEX_FUNC
#undef TEX_CALC_FUNC
#undef TEX_BLEND
#undef TEX_BLEND_VAL
#undef TEX_DIFFCOL
#undef TEX_SPECCOL
#undef TEX_NORMAL
#undef TEX_ALPHA
#undef TEX_REF
#undef TEX_SPEC
#undef TEX_AMB
#undef TEX_EMIT
#undef TEX_HARD

#undef TEX_DVAR
#undef TEX_VARFAC
#undef TEX_COLFAC
#undef TEX_NORFAC

#define MATERIAL_ID 0

#define MATERIAL_FUNC material_0
vec3 MATERIAL_FUNC(inout vec3 diff_color, inout vec3 spec_color, inout vec3 normal, inout float alpha, float diff1, float diff2, float diff3, float spec1, float spec2, float spec3, float amb_fac, float emit, float hard, float tanv, float shless){
  vec3 diff_rslt = vec3(0.0, 0.0, 0.0);
  vec3 spec_rslt = vec3(0.0, 0.0, 0.0);
  vec3 amb_rslt = amb_color * amb_fac;
  float vis = 0.0, rslt1, rslt2, diff_fac, spec_fac;
  vec4 diff_cb, spec_cb;
  float diff_cb_res = 0.0;
  float spec_cb_res = 0.0;
  vec3 unnorm = normal;
  vec3 norm = normalize(normal);

  if(tanv > 0.0){
    norm = -(cross(cross(eye - pos, normal), normal));
  }

return(0.0, 0.0, 0.0);
}
#undef MATERIAL_ID
#undef MATERIAL_FUNC
void main(void){  vec3 norm = normal; vec3 diff_color = realcolor.xyz; vec3 spec_color = u_mat_0_spec_color; float alpha = realcolor.a; float diff1 = u_mat_0_diff1; float diff2 = u_mat_0_diff2; float diff3 = u_mat_0_diff3; float spec1 = u_mat_0_spec1; float spec2 = u_mat_0_spec2; float spec3 = u_mat_0_spec3; float amb_fac = u_mat_0_amb_fac; float emit = u_mat_0_emit; float hard = u_mat_0_hard; float tanv = u_mat_0_tanv; float shless = u_mat_0_shless; vec3 result = material_0(diff_color, spec_color, norm, alpha, diff1, diff2, diff3, spec1, spec2, spec3, amb_fac, emit, hard, tanv, shless); gl_FragColor = vec4(result, alpha);}


at u_mat_0_hard;
uniform float u_mat_0_tanv;
uniform float u_mat_0_shless;


GLSL Shader Compile Error

GLSL Program removed.

GLSL activated.