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androidShaderExample
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arturoc committed Nov 12, 2012
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8 changes: 8 additions & 0 deletions examples/android/androidShaderExample/.classpath
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<?xml version="1.0" encoding="UTF-8"?>
<classpath>
<classpathentry kind="src" path="srcJava"/>
<classpathentry kind="src" path="gen"/>
<classpathentry kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
<classpathentry kind="con" path="com.android.ide.eclipse.adt.LIBRARIES"/>
<classpathentry kind="output" path="bin/classes"/>
</classpath>
1,038 changes: 1,038 additions & 0 deletions examples/android/androidShaderExample/.cproject

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88 changes: 88 additions & 0 deletions examples/android/androidShaderExample/.project
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<?xml version="1.0" encoding="UTF-8"?>
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<comment></comment>
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19 changes: 19 additions & 0 deletions examples/android/androidShaderExample/AndroidManifest.xml
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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="cc.openframeworks.androidShaderExample"
android:versionCode="1"
android:versionName="1.0"
android:installLocation="preferExternal">
<uses-sdk android:minSdkVersion="8" />
<application android:label="@string/app_name"
android:debuggable="true" android:icon="@drawable/ofwgreen">
<activity android:name=".OFActivity"
android:label="@string/app_name" android:configChanges="orientation">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"></uses-permission>
</manifest>
2 changes: 2 additions & 0 deletions examples/android/androidShaderExample/Makefile
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include config.make
include $(OF_ROOT)/libs/openFrameworksCompiled/project/makefileCommon/Makefile.examples
2 changes: 2 additions & 0 deletions examples/android/androidShaderExample/addons.make
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ofxAndroid
ofxAccelerometer
1 change: 1 addition & 0 deletions examples/android/androidShaderExample/ant.properties
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source.dir=srcJava
27 changes: 27 additions & 0 deletions examples/android/androidShaderExample/bin/data/shaders/Shader.fsh
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#ifdef GL_ES
// define default precision for float, vec, mat.
precision highp float;
#endif

uniform sampler2D src_tex_unit0;
uniform float useTexture;
uniform float useColors;
uniform vec4 color;

varying float depth;
varying vec4 colorVarying;
varying vec2 texCoordVarying;

void main(){
vec4 c;
if(useColors>0.5){
c = colorVarying;
}else{
c = color;
}
if(useTexture>0.5){
gl_FragColor = texture2D(src_tex_unit0, texCoordVarying)*c;
}else{
gl_FragColor = c;
}
}
16 changes: 16 additions & 0 deletions examples/android/androidShaderExample/bin/data/shaders/Shader.vsh
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attribute vec4 position;
attribute vec4 color;
attribute vec4 normal;
attribute vec2 texcoord;

uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;

varying vec4 colorVarying;
varying vec2 texCoordVarying;

void main(){
gl_Position = projectionMatrix * modelViewMatrix * position;
colorVarying = color;
texCoordVarying = texcoord;
}
31 changes: 31 additions & 0 deletions examples/android/androidShaderExample/bin/data/shaders/noise.frag
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#ifdef GL_ES
// define default precision for float, vec, mat.
precision highp float;
#endif

uniform sampler2D src_tex_unit0;
uniform float useTexture;
uniform float useColors;
uniform vec4 color;

varying float depth;
varying vec4 colorVarying;
varying vec2 texCoordVarying;

void main(){
//this is the fragment shader
//this is where the pixel level drawing happens
//gl_FragCoord gives us the x and y of the current pixel its drawing

//we grab the x and y and store them in an int
float xVal = gl_FragCoord.x;
float yVal = gl_FragCoord.y;

//we use the mod function to only draw pixels if they are every 2 in x or every 4 in y
if( mod(xVal, 2.0) < 0.1 && mod(yVal, 4.0) < 0.1 ){
gl_FragColor = color;
}else{
gl_FragColor.a = 0.0;
}

}
90 changes: 90 additions & 0 deletions examples/android/androidShaderExample/bin/data/shaders/noise.vert
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attribute vec4 position;
attribute vec4 color;
attribute vec4 normal;
attribute vec2 texcoord;

uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;

varying vec4 colorVarying;
varying vec2 texCoordVarying;

uniform float timeValX;
uniform float timeValY;
uniform vec2 mouse;

//generate a random value from four points
vec4 rand(vec2 A,vec2 B,vec2 C,vec2 D){

vec2 s=vec2(12.9898,78.233);
vec4 tmp=vec4(dot(A,s),dot(B,s),dot(C,s),dot(D,s));

return fract(sin(tmp) * 43758.5453)* 2.0 - 1.0;
}

//this is similar to a perlin noise function
float noise(vec2 coord,float d){

vec2 C[4];

float d1 = 1.0/d;

C[0]=floor(coord*d)*d1;

C[1]=C[0]+vec2(d1,0.0);

C[2]=C[0]+vec2(d1,d1);

C[3]=C[0]+vec2(0.0,d1);


vec2 p=fract(coord*d);

vec2 q=1.0-p;

vec4 w=vec4(q.x*q.y,p.x*q.y,p.x*p.y,q.x*p.y);

return dot(vec4(rand(C[0],C[1],C[2],C[3])),w);
}


void main(){
//get our current vertex position so we can modify it
vec4 pos = projectionMatrix * modelViewMatrix * position;

//generate some noise values based on vertex position and the time value which comes in from our OF app
float noiseAmntX = noise( vec2(-timeValX + pos.x / 1000.0, 100.0), 20.0 );
float noiseAmntY = noise( vec2(timeValY + pos.y / 1000.0, pos.x / 2000.0), 20.0 );

//generate noise for our blue pixel value
float noiseB = noise( vec2(timeValY * 0.25, pos.y / 2000.0), 20.0 );

//lets also figure out the distance between the mouse and the vertex and apply a repelling force away from the mouse
vec2 d = vec2(pos.x, pos.y) - mouse;
float len = sqrt(d.x*d.x + d.y*d.y);
if( len < 300.0 && len > 0.0 ){

//lets get the distance into 0-1 ranges
float pct = len / 300.0;

//this turns our linear 0-1 value into a curved 0-1 value
pct *= pct;

//flip it so the closer we are the greater the repulsion
pct = 1.0 - pct;

//normalize our repulsion vector
d /= len;

//apply the repulsion to our position
pos.x += d.x * pct * 90.0;
pos.y += d.y * pct * 90.0;
}

//modify our position with the smooth noise
pos.x += noiseAmntX * 20.0;
pos.y += noiseAmntY * 10.0;

//finally set the pos to be that actual position rendered
gl_Position = pos;
}
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