overhang.shader 5.2 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. uniform lowp float u_renderError;
  33. void main()
  34. {
  35. mediump vec4 finalColor = vec4(0.0);
  36. // Ambient Component
  37. finalColor += u_ambientColor;
  38. highp vec3 normal = normalize(f_normal);
  39. highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
  40. // Diffuse Component
  41. highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
  42. finalColor += (NdotL * u_diffuseColor);
  43. // Specular Component
  44. // TODO: We should not do specularity for fragments facing away from the light.
  45. highp vec3 reflectedLight = reflect(-lightDir, normal);
  46. highp vec3 viewVector = normalize(u_viewPosition - f_vertex);
  47. highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
  48. finalColor += pow(NdotR, u_shininess) * u_specularColor;
  49. finalColor = (f_vertex.y > 0.0001 && -normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
  50. highp vec3 grid = vec3(f_vertex.x - floor(f_vertex.x - 0.5), f_vertex.y - floor(f_vertex.y - 0.5), f_vertex.z - floor(f_vertex.z - 0.5));
  51. finalColor.a = (u_renderError > 0.5) && dot(grid, grid) < 0.245 ? 0.667 : 1.0;
  52. if (f_vertex.y <= 0.0)
  53. {
  54. finalColor.rgb = vec3(1.0, 1.0, 1.0) - finalColor.rgb;
  55. }
  56. gl_FragColor = finalColor;
  57. }
  58. vertex41core =
  59. #version 410
  60. uniform highp mat4 u_modelMatrix;
  61. uniform highp mat4 u_viewMatrix;
  62. uniform highp mat4 u_projectionMatrix;
  63. uniform highp mat4 u_normalMatrix;
  64. in highp vec4 a_vertex;
  65. in highp vec4 a_normal;
  66. in highp vec2 a_uvs;
  67. out highp vec3 f_vertex;
  68. out highp vec3 f_normal;
  69. void main()
  70. {
  71. vec4 world_space_vert = u_modelMatrix * a_vertex;
  72. gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
  73. f_vertex = world_space_vert.xyz;
  74. f_normal = (u_normalMatrix * normalize(a_normal)).xyz;
  75. }
  76. fragment41core =
  77. #version 410
  78. uniform mediump vec4 u_ambientColor;
  79. uniform mediump vec4 u_diffuseColor;
  80. uniform mediump vec4 u_specularColor;
  81. uniform highp vec3 u_lightPosition;
  82. uniform mediump float u_shininess;
  83. uniform highp vec3 u_viewPosition;
  84. uniform lowp float u_renderError;
  85. uniform lowp float u_overhangAngle;
  86. uniform lowp vec4 u_overhangColor;
  87. uniform lowp vec4 u_faceColor;
  88. uniform highp int u_faceId;
  89. in highp vec3 f_vertex;
  90. in highp vec3 f_normal;
  91. out vec4 frag_color;
  92. void main()
  93. {
  94. mediump vec4 finalColor = vec4(0.0);
  95. // Ambient Component
  96. finalColor += u_ambientColor;
  97. highp vec3 normal = normalize(f_normal);
  98. highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
  99. // Diffuse Component
  100. highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
  101. finalColor += (NdotL * u_diffuseColor);
  102. // Specular Component
  103. // TODO: We should not do specularity for fragments facing away from the light.
  104. highp vec3 reflectedLight = reflect(-lightDir, normal);
  105. highp vec3 viewVector = normalize(u_viewPosition - f_vertex);
  106. highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
  107. finalColor += pow(NdotR, u_shininess) * u_specularColor;
  108. finalColor = (u_faceId != gl_PrimitiveID) ? ((f_vertex.y > 0.0001 && -normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor;
  109. frag_color = finalColor;
  110. if (f_vertex.y <= 0.0)
  111. {
  112. frag_color.rgb = vec3(1.0, 1.0, 1.0) - frag_color.rgb;
  113. }
  114. vec3 grid = f_vertex - round(f_vertex);
  115. frag_color.a = (u_renderError > 0.5) && dot(grid, grid) < 0.245 ? 0.667 : 1.0;
  116. }
  117. [defaults]
  118. u_ambientColor = [0.3, 0.3, 0.3, 1.0]
  119. u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
  120. u_specularColor = [0.4, 0.4, 0.4, 1.0]
  121. u_overhangColor = [1.0, 0.0, 0.0, 1.0]
  122. u_faceColor = [0.0, 0.0, 1.0, 1.0]
  123. u_shininess = 20.0
  124. u_renderError = 1.0
  125. [bindings]
  126. u_modelMatrix = model_matrix
  127. u_viewMatrix = view_matrix
  128. u_projectionMatrix = projection_matrix
  129. u_normalMatrix = normal_matrix
  130. u_viewPosition = view_position
  131. u_lightPosition = light_0_position
  132. u_diffuseColor = diffuse_color
  133. u_faceId = hover_face
  134. [attributes]
  135. a_vertex = vertex
  136. a_normal = normal