| @ -0,0 +1,58 @@ | |||
| #version 100 | |||
| precision mediump float; | |||
| varying vec3 fragPosition; | |||
| varying vec2 fragTexCoord; | |||
| varying vec4 fragColor; | |||
| varying vec3 fragNormal; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 colDiffuse; | |||
| uniform vec3 viewPos; | |||
| uniform float numBands; | |||
| struct Light { | |||
| int enabled; | |||
| int type; | |||
| vec3 position; | |||
| vec3 target; | |||
| vec4 color; | |||
| }; | |||
| uniform Light lights[4]; | |||
| void main() | |||
| { | |||
| vec4 texColor = texture2D(texture0, fragTexCoord); | |||
| vec3 baseColor = texColor.rgb * fragColor.rgb * colDiffuse.rgb; | |||
| vec3 norm = normalize(fragNormal); | |||
| float lightAccum = 0.08; // ambient floor | |||
| for (int i = 0; i < 4; i++) | |||
| { | |||
| if (lights[i].enabled == 1) // no continue in GLSL ES 1.0 | |||
| { | |||
| vec3 lightDir; | |||
| if (lights[i].type == 0) | |||
| { | |||
| // Directional: direction is from position toward target. | |||
| lightDir = normalize(lights[i].position - lights[i].target); | |||
| } | |||
| else | |||
| { | |||
| // Point: direction from surface to light. | |||
| lightDir = normalize(lights[i].position - fragPosition); | |||
| } | |||
| float NdotL = max(dot(norm, lightDir), 0.0); | |||
| // Quantize NdotL into numBands discrete steps. | |||
| float quantized = min(floor(NdotL * numBands), numBands - 1.0) / (numBands - 1.0); | |||
| lightAccum += quantized * lights[i].color.r; | |||
| } | |||
| } | |||
| lightAccum = clamp(lightAccum, 0.0, 1.0); | |||
| gl_FragColor = vec4(baseColor * lightAccum, texColor.a * colDiffuse.a); | |||
| } | |||
| @ -0,0 +1,48 @@ | |||
| #version 100 | |||
| attribute vec3 vertexPosition; | |||
| attribute vec2 vertexTexCoord; | |||
| attribute vec3 vertexNormal; | |||
| attribute vec4 vertexColor; | |||
| uniform mat4 mvp; | |||
| uniform mat4 matModel; | |||
| varying vec3 fragPosition; | |||
| varying vec2 fragTexCoord; | |||
| varying vec4 fragColor; | |||
| varying vec3 fragNormal; | |||
| // inverse() and transpose() are not built-in until GLSL 1.40 / ES 3.0 | |||
| mat3 inverse(mat3 m) | |||
| { | |||
| float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; | |||
| float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; | |||
| float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; | |||
| float b01 = a22*a11 - a12*a21; | |||
| float b11 = -a22*a10 + a12*a20; | |||
| float b21 = a21*a10 - a11*a20; | |||
| float det = a00*b01 + a01*b11 + a02*b21; | |||
| return mat3(b01, (-a22*a01 + a02*a21), ( a12*a01 - a02*a11), | |||
| b11, ( a22*a00 - a02*a20), (-a12*a00 + a02*a10), | |||
| b21, (-a21*a00 + a01*a20), ( a11*a00 - a01*a10)) / det; | |||
| } | |||
| mat3 transpose(mat3 m) | |||
| { | |||
| return mat3(m[0][0], m[1][0], m[2][0], | |||
| m[0][1], m[1][1], m[2][1], | |||
| m[0][2], m[1][2], m[2][2]); | |||
| } | |||
| void main() | |||
| { | |||
| fragPosition = vec3(matModel * vec4(vertexPosition, 1.0)); | |||
| fragTexCoord = vertexTexCoord; | |||
| fragColor = vertexColor; | |||
| mat3 normalMatrix = transpose(inverse(mat3(matModel))); | |||
| fragNormal = normalize(normalMatrix * vertexNormal); | |||
| gl_Position = mvp * vec4(vertexPosition, 1.0); | |||
| } | |||
| @ -1,7 +1,8 @@ | |||
| #version 330 | |||
| #version 100 | |||
| nf">out vec4 finalColor; | |||
| k">precision mediump floar">t; | |||
| void main() { | |||
| finalColor = vec4(0.05, 0.05, 0.05, 1.0); | |||
| } | |||
| void main() | |||
| { | |||
| gl_FragColor = vec4(0.05, 0.05, 0.05, 1.0); | |||
| } | |||
| @ -1,15 +1,15 @@ | |||
| #version 330 | |||
| #version 100 | |||
| in vec3 vertexPosition; | |||
| in vec3 vertexNormal; | |||
| in vec2 vertexTexCoord; | |||
| in vec4 vertexColor; | |||
| attribute vec3 vertexPosition; | |||
| attribute vec3 vertexNormal; | |||
| attribute vec2 vertexTexCoord; | |||
| attribute vec4 vertexColor; | |||
| uniform mat4 mvp; | |||
| uniform float outlineThickness; | |||
| void main() { | |||
| // Extrude vertex along its normal to create the hull. | |||
| void main() | |||
| { | |||
| vec3 extruded = vertexPosition + vertexNormal * outlineThickness; | |||
| gl_Position = mvp * vec4(extruded, 1.0); | |||
| } | |||
| } | |||
| @ -0,0 +1,56 @@ | |||
| #version 120 | |||
| varying vec3 fragPosition; | |||
| varying vec2 fragTexCoord; | |||
| varying vec4 fragColor; | |||
| varying vec3 fragNormal; | |||
| uniform sampler2D texture0; | |||
| uniform vec4 colDiffuse; | |||
| uniform vec3 viewPos; | |||
| uniform float numBands; | |||
| struct Light { | |||
| int enabled; | |||
| int type; | |||
| vec3 position; | |||
| vec3 target; | |||
| vec4 color; | |||
| }; | |||
| uniform Light lights[4]; | |||
| void main() | |||
| { | |||
| vec4 texColor = texture2D(texture0, fragTexCoord); | |||
| vec3 baseColor = texColor.rgb * fragColor.rgb * colDiffuse.rgb; | |||
| vec3 norm = normalize(fragNormal); | |||
| float lightAccum = 0.08; // ambient floor | |||
| for (int i = 0; i < 4; i++) | |||
| { | |||
| if (lights[i].enabled == 1) | |||
| { | |||
| vec3 lightDir; | |||
| if (lights[i].type == 0) | |||
| { | |||
| // Directional: direction is from position toward target. | |||
| lightDir = normalize(lights[i].position - lights[i].target); | |||
| } | |||
| else | |||
| { | |||
| // Point: direction from surface to light. | |||
| lightDir = normalize(lights[i].position - fragPosition); | |||
| } | |||
| float NdotL = max(dot(norm, lightDir), 0.0); | |||
| // Quantize NdotL into numBands discrete steps. | |||
| float quantized = min(floor(NdotL * numBands), numBands - 1.0) / (numBands - 1.0); | |||
| lightAccum += quantized * lights[i].color.r; | |||
| } | |||
| } | |||
| lightAccum = clamp(lightAccum, 0.0, 1.0); | |||
| gl_FragColor = vec4(baseColor * lightAccum, texColor.a * colDiffuse.a); | |||
| } | |||
| @ -0,0 +1,48 @@ | |||
| #version 120 | |||
| attribute vec3 vertexPosition; | |||
| attribute vec2 vertexTexCoord; | |||
| attribute vec3 vertexNormal; | |||
| attribute vec4 vertexColor; | |||
| uniform mat4 mvp; | |||
| uniform mat4 matModel; | |||
| varying vec3 fragPosition; | |||
| varying vec2 fragTexCoord; | |||
| varying vec4 fragColor; | |||
| varying vec3 fragNormal; | |||
| // inverse() and transpose() are not built-in until GLSL 1.40 | |||
| mat3 inverse(mat3 m) | |||
| { | |||
| float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; | |||
| float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; | |||
| float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; | |||
| float b01 = a22*a11 - a12*a21; | |||
| float b11 = -a22*a10 + a12*a20; | |||
| float b21 = a21*a10 - a11*a20; | |||
| float det = a00*b01 + a01*b11 + a02*b21; | |||
| return mat3(b01, (-a22*a01 + a02*a21), ( a12*a01 - a02*a11), | |||
| b11, ( a22*a00 - a02*a20), (-a12*a00 + a02*a10), | |||
| b21, (-a21*a00 + a01*a20), ( a11*a00 - a01*a10)) / det; | |||
| } | |||
| mat3 transpose(mat3 m) | |||
| { | |||
| return mat3(m[0][0], m[1][0], m[2][0], | |||
| m[0][1], m[1][1], m[2][1], | |||
| m[0][2], m[1][2], m[2][2]); | |||
| } | |||
| void main() | |||
| { | |||
| fragPosition = vec3(matModel * vec4(vertexPosition, 1.0)); | |||
| fragTexCoord = vertexTexCoord; | |||
| fragColor = vertexColor; | |||
| mat3 normalMatrix = transpose(inverse(mat3(matModel))); | |||
| fragNormal = normalize(normalMatrix * vertexNormal); | |||
| gl_Position = mvp * vec4(vertexPosition, 1.0); | |||
| } | |||
| @ -1,7 +1,6 @@ | |||
| #version 330 | |||
| #version 120 | |||
| out vec4 finalColor; | |||
| void main() { | |||
| finalColor = vec4(0.05, 0.05, 0.05, 1.0); | |||
| void main() | |||
| { | |||
| gl_FragColor = vec4(0.05, 0.05, 0.05, 1.0); | |||
| } | |||
| @ -1,15 +1,15 @@ | |||
| #version 330 | |||
| #version 120 | |||
| in vec3 vertexPosition; | |||
| in vec3 vertexNormal; | |||
| in vec2 vertexTexCoord; | |||
| in vec4 vertexColor; | |||
| attribute vec3 vertexPosition; | |||
| attribute vec3 vertexNormal; | |||
| attribute vec2 vertexTexCoord; | |||
| attribute vec4 vertexColor; | |||
| uniform mat4 mvp; | |||
| uniform float outlineThickness; | |||
| void main() { | |||
| // Extrude vertex along its normal to create the hull. | |||
| void main() | |||
| { | |||
| vec3 extruded = vertexPosition + vertexNormal * outlineThickness; | |||
| gl_Position = mvp * vec4(extruded, 1.0); | |||
| } | |||
| } | |||