overhang.shader 4.6 KB

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  1. [shaders]
  2. vertex =
  3. uniform highp mat4 u_modelMatrix;
  4. uniform highp mat4 u_viewMatrix;
  5. uniform highp mat4 u_projectionMatrix;
  6. uniform highp mat4 u_normalMatrix;
  7. attribute highp vec4 a_vertex;
  8. attribute highp vec4 a_normal;
  9. attribute highp vec2 a_uvs;
  10. varying highp vec3 f_vertex;
  11. varying highp vec3 f_normal;
  12. void main()
  13. {
  14. vec4 world_space_vert = u_modelMatrix * a_vertex;
  15. gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
  16. f_vertex = world_space_vert.xyz;
  17. f_normal = (u_normalMatrix * normalize(a_normal)).xyz;
  18. }
  19. fragment =
  20. uniform mediump vec4 u_ambientColor;
  21. uniform mediump vec4 u_diffuseColor;
  22. uniform mediump vec4 u_specularColor;
  23. uniform highp vec3 u_lightPosition;
  24. uniform mediump float u_shininess;
  25. uniform highp vec3 u_viewPosition;
  26. uniform lowp float u_overhangAngle;
  27. uniform lowp vec4 u_overhangColor;
  28. uniform lowp vec4 u_faceColor;
  29. uniform highp int u_faceId;
  30. varying highp vec3 f_vertex;
  31. varying highp vec3 f_normal;
  32. void main()
  33. {
  34. mediump vec4 finalColor = vec4(0.0);
  35. // Ambient Component
  36. finalColor += u_ambientColor;
  37. highp vec3 normal = normalize(f_normal);
  38. highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
  39. // Diffuse Component
  40. highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
  41. finalColor += (NdotL * u_diffuseColor);
  42. // Specular Component
  43. // TODO: We should not do specularity for fragments facing away from the light.
  44. highp vec3 reflectedLight = reflect(-lightDir, normal);
  45. highp vec3 viewVector = normalize(u_viewPosition - f_vertex);
  46. highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
  47. finalColor += pow(NdotR, u_shininess) * u_specularColor;
  48. finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
  49. gl_FragColor = finalColor;
  50. gl_FragColor.a = 1.0;
  51. }
  52. vertex41core =
  53. #version 410
  54. uniform highp mat4 u_modelMatrix;
  55. uniform highp mat4 u_viewMatrix;
  56. uniform highp mat4 u_projectionMatrix;
  57. uniform highp mat4 u_normalMatrix;
  58. in highp vec4 a_vertex;
  59. in highp vec4 a_normal;
  60. in highp vec2 a_uvs;
  61. out highp vec3 f_vertex;
  62. out highp vec3 f_normal;
  63. void main()
  64. {
  65. vec4 world_space_vert = u_modelMatrix * a_vertex;
  66. gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
  67. f_vertex = world_space_vert.xyz;
  68. f_normal = (u_normalMatrix * normalize(a_normal)).xyz;
  69. }
  70. fragment41core =
  71. #version 410
  72. uniform mediump vec4 u_ambientColor;
  73. uniform mediump vec4 u_diffuseColor;
  74. uniform mediump vec4 u_specularColor;
  75. uniform highp vec3 u_lightPosition;
  76. uniform mediump float u_shininess;
  77. uniform highp vec3 u_viewPosition;
  78. uniform lowp float u_overhangAngle;
  79. uniform lowp vec4 u_overhangColor;
  80. uniform lowp vec4 u_faceColor;
  81. uniform highp int u_faceId;
  82. in highp vec3 f_vertex;
  83. in highp vec3 f_normal;
  84. out vec4 frag_color;
  85. void main()
  86. {
  87. mediump vec4 finalColor = vec4(0.0);
  88. // Ambient Component
  89. finalColor += u_ambientColor;
  90. highp vec3 normal = normalize(f_normal);
  91. highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
  92. // Diffuse Component
  93. highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
  94. finalColor += (NdotL * u_diffuseColor);
  95. // Specular Component
  96. // TODO: We should not do specularity for fragments facing away from the light.
  97. highp vec3 reflectedLight = reflect(-lightDir, normal);
  98. highp vec3 viewVector = normalize(u_viewPosition - f_vertex);
  99. highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
  100. finalColor += pow(NdotR, u_shininess) * u_specularColor;
  101. finalColor = (u_faceId != gl_PrimitiveID) ? ((-normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor;
  102. frag_color = finalColor;
  103. frag_color.a = 1.0;
  104. }
  105. [defaults]
  106. u_ambientColor = [0.3, 0.3, 0.3, 1.0]
  107. u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
  108. u_specularColor = [0.4, 0.4, 0.4, 1.0]
  109. u_overhangColor = [1.0, 0.0, 0.0, 1.0]
  110. u_faceColor = [0.0, 0.0, 1.0, 1.0]
  111. u_shininess = 20.0
  112. [bindings]
  113. u_modelMatrix = model_matrix
  114. u_viewMatrix = view_matrix
  115. u_projectionMatrix = projection_matrix
  116. u_normalMatrix = normal_matrix
  117. u_viewPosition = view_position
  118. u_lightPosition = light_0_position
  119. u_diffuseColor = diffuse_color
  120. u_faceId = hover_face
  121. [attributes]
  122. a_vertex = vertex
  123. a_normal = normal