transparent_object.shader 1.6 KB

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  1. [shaders]
  2. vertex =
  3. uniform highp mat4 u_modelMatrix;
  4. uniform highp mat4 u_viewProjectionMatrix;
  5. uniform highp mat4 u_normalMatrix;
  6. attribute highp vec4 a_vertex;
  7. attribute highp vec4 a_normal;
  8. attribute highp vec2 a_uvs;
  9. varying highp vec3 v_vertex;
  10. varying highp vec3 v_normal;
  11. void main()
  12. {
  13. vec4 world_space_vert = u_modelMatrix * a_vertex;
  14. gl_Position = u_viewProjectionMatrix * world_space_vert;
  15. v_vertex = world_space_vert.xyz;
  16. v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
  17. }
  18. fragment =
  19. uniform mediump vec4 u_ambientColor;
  20. uniform mediump vec4 u_diffuseColor;
  21. uniform highp vec3 u_lightPosition;
  22. uniform mediump float u_opacity;
  23. varying highp vec3 v_vertex;
  24. varying highp vec3 v_normal;
  25. void main()
  26. {
  27. mediump vec4 finalColor = vec4(0.0);
  28. /* Ambient Component */
  29. finalColor += u_ambientColor;
  30. highp vec3 normal = normalize(v_normal);
  31. highp vec3 lightDir = normalize(u_lightPosition - v_vertex);
  32. /* Diffuse Component */
  33. highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
  34. finalColor += (NdotL * u_diffuseColor);
  35. gl_FragColor = finalColor;
  36. gl_FragColor.a = u_opacity;
  37. }
  38. [defaults]
  39. u_ambientColor = [0.1, 0.1, 0.1, 1.0]
  40. u_diffuseColor = [0.4, 0.4, 0.4, 1.0]
  41. u_opacity = 0.5
  42. [bindings]
  43. u_modelMatrix = model_matrix
  44. u_viewProjectionMatrix = view_projection_matrix
  45. u_normalMatrix = normal_matrix
  46. u_lightPosition = light_0_position
  47. [attributes]
  48. a_vertex = vertex
  49. a_normal = normal