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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 v_position;
- varying highp vec3 v_vertex;
- varying highp vec3 v_normal;
- void main()
- {
- vec4 world_space_vert = u_modelMatrix * a_vertex;
- gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
- v_position = gl_Position.xyz;
- v_vertex = world_space_vert.xyz;
- v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
- }
- fragment =
- uniform mediump vec4 u_ambientColor;
- uniform mediump vec4 u_diffuseColor1;
- uniform mediump vec4 u_diffuseColor2;
- uniform mediump vec4 u_specularColor;
- uniform mediump float u_opacity;
- uniform highp vec3 u_lightPosition;
- uniform mediump float u_shininess;
- uniform highp vec3 u_viewPosition;
- uniform mediump float u_width;
- uniform bool u_vertical_stripes;
- uniform lowp u_lowestPrintableHeight;
- varying highp vec3 v_position;
- varying highp vec3 v_vertex;
- varying highp vec3 v_normal;
- void main()
- {
- mediump vec4 finalColor = vec4(0.0);
- mediump vec4 diffuseColor = u_vertical_stripes ?
- (((mod(v_vertex.x, u_width) < (u_width / 2.)) ^^ (mod(v_vertex.z, u_width) < (u_width / 2.))) ? u_diffuseColor1 : u_diffuseColor2) :
- ((mod(((-v_vertex.x + v_vertex.y + v_vertex.z) * 4.), u_width) < (u_width / 2.)) ? u_diffuseColor1 : u_diffuseColor2);
- /* Ambient Component */
- finalColor += u_ambientColor;
- highp vec3 normal = normalize(v_normal);
- highp vec3 lightDir = normalize(u_lightPosition - v_vertex);
- /* Diffuse Component */
- highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
- finalColor += (NdotL * 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 - v_vertex);
- highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
- finalColor += pow(NdotR, u_shininess) * u_specularColor;
- if (v_vertex.y <= u_lowestPrintableHeight)
- {
- finalColor.rgb = vec3(1.0, 1.0, 1.0) - finalColor.rgb;
- }
- gl_FragColor = finalColor;
- gl_FragColor.a = u_opacity;
- }
- 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 v_position;
- out highp vec3 v_vertex;
- out highp vec3 v_normal;
- void main()
- {
- vec4 world_space_vert = u_modelMatrix * a_vertex;
- gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
- v_position = gl_Position.xyz;
- v_vertex = world_space_vert.xyz;
- v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
- }
- fragment41core =
- #version 410
- uniform mediump vec4 u_ambientColor;
- uniform mediump vec4 u_diffuseColor1;
- uniform mediump vec4 u_diffuseColor2;
- uniform mediump vec4 u_specularColor;
- uniform mediump float u_opacity;
- uniform highp vec3 u_lightPosition;
- uniform mediump float u_shininess;
- uniform highp vec3 u_viewPosition;
- uniform mediump float u_width;
- uniform mediump bool u_vertical_stripes;
- uniform lowp float u_lowestPrintableHeight;
- in highp vec3 v_position;
- in highp vec3 v_vertex;
- in highp vec3 v_normal;
- out vec4 frag_color;
- void main()
- {
- mediump vec4 finalColor = vec4(0.0);
- mediump vec4 diffuseColor = u_vertical_stripes ?
- (((mod(v_vertex.x, u_width) < (u_width / 2.)) ^^ (mod(v_vertex.z, u_width) < (u_width / 2.))) ? u_diffuseColor1 : u_diffuseColor2) :
- ((mod(((-v_vertex.x + v_vertex.y + v_vertex.z) * 4.), u_width) < (u_width / 2.)) ? u_diffuseColor1 : u_diffuseColor2);
- /* Ambient Component */
- finalColor += u_ambientColor;
- highp vec3 normal = normalize(v_normal);
- highp vec3 lightDir = normalize(u_lightPosition - v_vertex);
- /* Diffuse Component */
- highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
- finalColor += (NdotL * 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 - v_vertex);
- highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
- finalColor += pow(NdotR, u_shininess) * u_specularColor;
- frag_color = finalColor;
- if (v_vertex.y <= u_lowestPrintableHeight)
- {
- frag_color.rgb = vec3(1.0, 1.0, 1.0) - frag_color.rgb;
- }
- frag_color.a = u_opacity;
- }
- [defaults]
- u_ambientColor = [0.3, 0.3, 0.3, 1.0]
- u_diffuseColor1 = [1.0, 0.5, 0.5, 1.0]
- u_diffuseColor2 = [0.5, 0.5, 0.5, 1.0]
- u_specularColor = [0.4, 0.4, 0.4, 1.0]
- u_opacity = 1.0
- u_shininess = 20.0
- u_width = 5.0
- u_vertical_stripes = 0
- u_lowestPrintableHeight = 0.0
- [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_diffuseColor1 = diffuse_color
- u_diffuseColor2 = diffuse_color_2
- [attributes]
- a_vertex = vertex
- a_normal = normal
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