overhang.shader 5.0 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 = (-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. gl_FragColor = finalColor;
  53. }
  54. vertex41core =
  55. #version 410
  56. uniform highp mat4 u_modelMatrix;
  57. uniform highp mat4 u_viewMatrix;
  58. uniform highp mat4 u_projectionMatrix;
  59. uniform highp mat4 u_normalMatrix;
  60. in highp vec4 a_vertex;
  61. in highp vec4 a_normal;
  62. in highp vec2 a_uvs;
  63. out highp vec3 f_vertex;
  64. out highp vec3 f_normal;
  65. void main()
  66. {
  67. vec4 world_space_vert = u_modelMatrix * a_vertex;
  68. gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
  69. f_vertex = world_space_vert.xyz;
  70. f_normal = (u_normalMatrix * normalize(a_normal)).xyz;
  71. }
  72. fragment41core =
  73. #version 410
  74. uniform mediump vec4 u_ambientColor;
  75. uniform mediump vec4 u_diffuseColor;
  76. uniform mediump vec4 u_specularColor;
  77. uniform highp vec3 u_lightPosition;
  78. uniform mediump float u_shininess;
  79. uniform highp vec3 u_viewPosition;
  80. uniform lowp float u_renderError;
  81. uniform lowp float u_overhangAngle;
  82. uniform lowp vec4 u_overhangColor;
  83. uniform lowp vec4 u_faceColor;
  84. uniform highp int u_faceId;
  85. in highp vec3 f_vertex;
  86. in highp vec3 f_normal;
  87. out vec4 frag_color;
  88. void main()
  89. {
  90. mediump vec4 finalColor = vec4(0.0);
  91. // Ambient Component
  92. finalColor += u_ambientColor;
  93. highp vec3 normal = normalize(f_normal);
  94. highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
  95. // Diffuse Component
  96. highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
  97. finalColor += (NdotL * u_diffuseColor);
  98. // Specular Component
  99. // TODO: We should not do specularity for fragments facing away from the light.
  100. highp vec3 reflectedLight = reflect(-lightDir, normal);
  101. highp vec3 viewVector = normalize(u_viewPosition - f_vertex);
  102. highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
  103. finalColor += pow(NdotR, u_shininess) * u_specularColor;
  104. finalColor = (u_faceId != gl_PrimitiveID) ? ((-normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor;
  105. frag_color = finalColor;
  106. vec3 grid = f_vertex - round(f_vertex);
  107. frag_color.a = (u_renderError > 0.5) && dot(grid, grid) < 0.245 ? 0.667 : 1.0;
  108. }
  109. [defaults]
  110. u_ambientColor = [0.3, 0.3, 0.3, 1.0]
  111. u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
  112. u_specularColor = [0.4, 0.4, 0.4, 1.0]
  113. u_overhangColor = [1.0, 0.0, 0.0, 1.0]
  114. u_faceColor = [0.0, 0.0, 1.0, 1.0]
  115. u_shininess = 20.0
  116. u_renderError = 1.0
  117. [bindings]
  118. u_modelMatrix = model_matrix
  119. u_viewMatrix = view_matrix
  120. u_projectionMatrix = projection_matrix
  121. u_normalMatrix = normal_matrix
  122. u_viewPosition = view_position
  123. u_lightPosition = light_0_position
  124. u_diffuseColor = diffuse_color
  125. u_faceId = hover_face
  126. [attributes]
  127. a_vertex = vertex
  128. a_normal = normal