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- [shaders]
- vertex =
- uniform highp mat4 u_modelMatrix;
- uniform highp mat4 u_viewMatrix;
- uniform highp mat4 u_projectionMatrix;
- 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_projectionMatrix * u_viewMatrix * 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;
- uniform lowp vec4 u_faceColor;
- uniform highp int u_faceId;
- varying highp vec3 f_vertex;
- varying highp vec3 f_normal;
- uniform lowp float u_renderError;
- 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 = (f_vertex.y > 0.0001 && -normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
- 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));
- finalColor.a = (u_renderError > 0.5) && dot(grid, grid) < 0.245 ? 0.667 : 1.0;
- if (f_vertex.y <= 0.0)
- {
- finalColor.rgb = vec3(1.0, 1.0, 1.0) - finalColor.rgb;
- }
- gl_FragColor = finalColor;
- }
- vertex41core =
- #version 410
- uniform highp mat4 u_modelMatrix;
- uniform highp mat4 u_viewMatrix;
- uniform highp mat4 u_projectionMatrix;
- 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_projectionMatrix * u_viewMatrix * 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_renderError;
- uniform lowp float u_overhangAngle;
- uniform lowp vec4 u_overhangColor;
- uniform lowp vec4 u_faceColor;
- uniform highp int u_faceId;
- 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 = (u_faceId != gl_PrimitiveID) ? ((f_vertex.y > 0.0001 && -normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor;
- frag_color = finalColor;
- if (f_vertex.y <= 0.0)
- {
- frag_color.rgb = vec3(1.0, 1.0, 1.0) - frag_color.rgb;
- }
- vec3 grid = f_vertex - round(f_vertex);
- frag_color.a = (u_renderError > 0.5) && dot(grid, grid) < 0.245 ? 0.667 : 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_faceColor = [0.0, 0.0, 1.0, 1.0]
- u_shininess = 20.0
- u_renderError = 1.0
- [bindings]
- u_modelMatrix = model_matrix
- u_viewMatrix = view_matrix
- u_projectionMatrix = projection_matrix
- u_normalMatrix = normal_matrix
- u_viewPosition = view_position
- u_lightPosition = light_0_position
- u_diffuseColor = diffuse_color
- u_faceId = hover_face
- [attributes]
- a_vertex = vertex
- a_normal = normal
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