123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149 |
- [shaders]
- vertex =
- uniform highp mat4 u_modelMatrix;
- uniform highp mat4 u_viewProjectionMatrix;
- uniform highp mat4 u_normalMatrix;
- attribute highp vec4 a_vertex;
- attribute highp vec4 a_normal;
- attribute highp vec2 a_uvs;
- varying highp vec3 f_vertex;
- varying highp vec3 f_normal;
- void main()
- {
- vec4 world_space_vert = u_modelMatrix * a_vertex;
- gl_Position = u_viewProjectionMatrix * world_space_vert;
- f_vertex = world_space_vert.xyz;
- f_normal = (u_normalMatrix * normalize(a_normal)).xyz;
- }
- fragment =
- uniform mediump vec4 u_ambientColor;
- uniform mediump vec4 u_diffuseColor;
- uniform mediump vec4 u_specularColor;
- uniform highp vec3 u_lightPosition;
- uniform mediump float u_shininess;
- uniform highp vec3 u_viewPosition;
- uniform lowp float u_overhangAngle;
- uniform lowp vec4 u_overhangColor;
- varying highp vec3 f_vertex;
- varying highp vec3 f_normal;
- void main()
- {
- mediump vec4 finalColor = vec4(0.0);
- // Ambient Component
- finalColor += u_ambientColor;
- highp vec3 normal = normalize(f_normal);
- highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
- // Diffuse Component
- highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
- finalColor += (NdotL * u_diffuseColor);
- // Specular Component
- // TODO: We should not do specularity for fragments facing away from the light.
- highp vec3 reflectedLight = reflect(-lightDir, normal);
- highp vec3 viewVector = normalize(u_viewPosition - f_vertex);
- highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
- finalColor += pow(NdotR, u_shininess) * u_specularColor;
- finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
- gl_FragColor = finalColor;
- gl_FragColor.a = 1.0;
- }
- vertex41core =
- #version 410
- uniform highp mat4 u_modelMatrix;
- uniform highp mat4 u_viewProjectionMatrix;
- uniform highp mat4 u_normalMatrix;
- in highp vec4 a_vertex;
- in highp vec4 a_normal;
- in highp vec2 a_uvs;
- out highp vec3 f_vertex;
- out highp vec3 f_normal;
- void main()
- {
- vec4 world_space_vert = u_modelMatrix * a_vertex;
- gl_Position = u_viewProjectionMatrix * world_space_vert;
- f_vertex = world_space_vert.xyz;
- f_normal = (u_normalMatrix * normalize(a_normal)).xyz;
- }
- fragment41core =
- #version 410
- uniform mediump vec4 u_ambientColor;
- uniform mediump vec4 u_diffuseColor;
- uniform mediump vec4 u_specularColor;
- uniform highp vec3 u_lightPosition;
- uniform mediump float u_shininess;
- uniform highp vec3 u_viewPosition;
- uniform lowp float u_overhangAngle;
- uniform lowp vec4 u_overhangColor;
- in highp vec3 f_vertex;
- in highp vec3 f_normal;
- out vec4 frag_color;
- void main()
- {
- mediump vec4 finalColor = vec4(0.0);
- // Ambient Component
- finalColor += u_ambientColor;
- highp vec3 normal = normalize(f_normal);
- highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
- // Diffuse Component
- highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
- finalColor += (NdotL * u_diffuseColor);
- // Specular Component
- // TODO: We should not do specularity for fragments facing away from the light.
- highp vec3 reflectedLight = reflect(-lightDir, normal);
- highp vec3 viewVector = normalize(u_viewPosition - f_vertex);
- highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
- finalColor += pow(NdotR, u_shininess) * u_specularColor;
- finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
- frag_color = finalColor;
- frag_color.a = 1.0;
- }
- [defaults]
- u_ambientColor = [0.3, 0.3, 0.3, 1.0]
- u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
- u_specularColor = [0.4, 0.4, 0.4, 1.0]
- u_overhangColor = [1.0, 0.0, 0.0, 1.0]
- u_shininess = 20.0
- [bindings]
- u_modelMatrix = model_matrix
- u_viewProjectionMatrix = view_projection_matrix
- u_normalMatrix = normal_matrix
- u_viewPosition = view_position
- u_lightPosition = light_0_position
- u_diffuseColor = diffuse_color
- [attributes]
- a_vertex = vertex
- a_normal = normal
|