overhang.shader 4.9 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. float round(float f)
  33. {
  34. return sign(f) * floor(abs(f) + 0.5);
  35. }
  36. void main()
  37. {
  38. mediump vec4 finalColor = vec4(0.0);
  39. // Ambient Component
  40. finalColor += u_ambientColor;
  41. highp vec3 normal = normalize(f_normal);
  42. highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
  43. // Diffuse Component
  44. highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
  45. finalColor += (NdotL * u_diffuseColor);
  46. // Specular Component
  47. // TODO: We should not do specularity for fragments facing away from the light.
  48. highp vec3 reflectedLight = reflect(-lightDir, normal);
  49. highp vec3 viewVector = normalize(u_viewPosition - f_vertex);
  50. highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
  51. finalColor += pow(NdotR, u_shininess) * u_specularColor;
  52. finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
  53. vec3 grid = vec3(f_vertex.x - round(f_vertex.x), f_vertex.y - round(f_vertex.y), f_vertex.z - round(f_vertex.z));
  54. finalColor.a = dot(grid, grid) < 0.245 ? 0.667 : 1.0;
  55. gl_FragColor = finalColor;
  56. }
  57. vertex41core =
  58. #version 410
  59. uniform highp mat4 u_modelMatrix;
  60. uniform highp mat4 u_viewMatrix;
  61. uniform highp mat4 u_projectionMatrix;
  62. uniform highp mat4 u_normalMatrix;
  63. in highp vec4 a_vertex;
  64. in highp vec4 a_normal;
  65. in highp vec2 a_uvs;
  66. out highp vec3 f_vertex;
  67. out highp vec3 f_normal;
  68. void main()
  69. {
  70. vec4 world_space_vert = u_modelMatrix * a_vertex;
  71. gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
  72. f_vertex = world_space_vert.xyz;
  73. f_normal = (u_normalMatrix * normalize(a_normal)).xyz;
  74. }
  75. fragment41core =
  76. #version 410
  77. uniform mediump vec4 u_ambientColor;
  78. uniform mediump vec4 u_diffuseColor;
  79. uniform mediump vec4 u_specularColor;
  80. uniform highp vec3 u_lightPosition;
  81. uniform mediump float u_shininess;
  82. uniform highp vec3 u_viewPosition;
  83. uniform lowp float u_overhangAngle;
  84. uniform lowp vec4 u_overhangColor;
  85. uniform lowp vec4 u_faceColor;
  86. uniform highp int u_faceId;
  87. in highp vec3 f_vertex;
  88. in highp vec3 f_normal;
  89. out vec4 frag_color;
  90. void main()
  91. {
  92. mediump vec4 finalColor = vec4(0.0);
  93. // Ambient Component
  94. finalColor += u_ambientColor;
  95. highp vec3 normal = normalize(f_normal);
  96. highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
  97. // Diffuse Component
  98. highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
  99. finalColor += (NdotL * u_diffuseColor);
  100. // Specular Component
  101. // TODO: We should not do specularity for fragments facing away from the light.
  102. highp vec3 reflectedLight = reflect(-lightDir, normal);
  103. highp vec3 viewVector = normalize(u_viewPosition - f_vertex);
  104. highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
  105. finalColor += pow(NdotR, u_shininess) * u_specularColor;
  106. finalColor = (u_faceId != gl_PrimitiveID) ? ((-normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor;
  107. frag_color = finalColor;
  108. vec3 grid = f_vertex - round(f_vertex);
  109. frag_color.a = dot(grid, grid) < 0.245 ? 0.667 : 1.0;
  110. }
  111. [defaults]
  112. u_ambientColor = [0.3, 0.3, 0.3, 1.0]
  113. u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
  114. u_specularColor = [0.4, 0.4, 0.4, 1.0]
  115. u_overhangColor = [1.0, 0.0, 0.0, 1.0]
  116. u_faceColor = [0.0, 0.0, 1.0, 1.0]
  117. u_shininess = 20.0
  118. [bindings]
  119. u_modelMatrix = model_matrix
  120. u_viewMatrix = view_matrix
  121. u_projectionMatrix = projection_matrix
  122. u_normalMatrix = normal_matrix
  123. u_viewPosition = view_position
  124. u_lightPosition = light_0_position
  125. u_diffuseColor = diffuse_color
  126. u_faceId = hover_face
  127. [attributes]
  128. a_vertex = vertex
  129. a_normal = normal