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@@ -63,6 +63,74 @@ fragment =
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gl_FragColor.a = 1.0;
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}
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+vertex41core =
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+ #version 410
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+ uniform highp mat4 u_modelMatrix;
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+ uniform highp mat4 u_viewProjectionMatrix;
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+ uniform highp mat4 u_normalMatrix;
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+
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+ in highp vec4 a_vertex;
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+ in highp vec4 a_normal;
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+ in highp vec2 a_uvs;
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+
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+ out highp vec3 v_position;
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+ out highp vec3 v_vertex;
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+ out highp vec3 v_normal;
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+
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+ void main()
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+ {
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+ vec4 world_space_vert = u_modelMatrix * a_vertex;
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+ gl_Position = u_viewProjectionMatrix * world_space_vert;
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+
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+ v_position = gl_Position.xyz;
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+ v_vertex = world_space_vert.xyz;
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+ v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
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+ }
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+
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+fragment41core =
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+ #version 410
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+ uniform mediump vec4 u_ambientColor;
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+ uniform mediump vec4 u_diffuseColor1;
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+ uniform mediump vec4 u_diffuseColor2;
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+ uniform mediump vec4 u_specularColor;
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+ uniform highp vec3 u_lightPosition;
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+ uniform mediump float u_shininess;
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+ uniform highp vec3 u_viewPosition;
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+
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+ uniform mediump float u_width;
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+
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+ in highp vec3 v_position;
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+ in highp vec3 v_vertex;
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+ in highp vec3 v_normal;
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+
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+ out vec4 frag_color;
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+
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+ void main()
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+ {
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+ mediump vec4 finalColor = vec4(0.0);
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+ mediump vec4 diffuseColor = (mod((-v_position.x + v_position.y), u_width) < (u_width / 2.)) ? u_diffuseColor1 : u_diffuseColor2;
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+
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+ /* Ambient Component */
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+ finalColor += u_ambientColor;
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+
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+ highp vec3 normal = normalize(v_normal);
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+ highp vec3 lightDir = normalize(u_lightPosition - v_vertex);
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+
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+ /* Diffuse Component */
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+ highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
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+ finalColor += (NdotL * diffuseColor);
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+
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+ /* Specular Component */
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+ /* TODO: We should not do specularity for fragments facing away from the light.*/
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+ highp vec3 reflectedLight = reflect(-lightDir, normal);
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+ highp vec3 viewVector = normalize(u_viewPosition - v_vertex);
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+ highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
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+ finalColor += pow(NdotR, u_shininess) * u_specularColor;
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+
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+ frag_color = finalColor;
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+ frag_color.a = 1.0;
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+ }
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+
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[defaults]
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u_ambientColor = [0.3, 0.3, 0.3, 1.0]
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u_diffuseColor1 = [1.0, 0.5, 0.5, 1.0]
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