/* * Copyright 2009, Google Inc. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following disclaimer * in the documentation and/or other materials provided with the * distribution. * * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ // The 4x4 world view projection matrix. uniform mat4 worldViewProjection; uniform mat4 worldInverseTranspose; uniform mat4 world; // input parameters for our vertex shader attribute vec4 position; attribute vec4 normal; attribute vec2 texCoord0; // input parameters for our pixel shader varying vec2 v_texcoord; varying vec3 v_normal; varying vec3 v_worldPosition; /** * Our vertex shader. In the vertex shader, we calculate the lighting. * Then we'll combine it with our checker pattern input the pixel shader. */ void main() { gl_Position = worldViewProjection * position; // Transform normal into world space, where we can do lighting // calculations even if the world transform contains scaling. v_normal = (worldInverseTranspose * normal).xyz; // Calculate surface position in world space. v_worldPosition = (world * position).xyz; v_texcoord = texCoord0; } // #o3d SplitMarker varying vec2 v_texcoord; varying vec3 v_normal; varying vec3 v_worldPosition; // Default and light position uniform vec4 ambientIntensity; uniform vec4 ambient; uniform vec4 diffuse; uniform vec3 lightWorldPos; uniform vec3 cameraEye; // function for getting the checker pattern vec4 checker(vec2 uv) { float checkSize = 4.0; float fmodResult = mod(floor(checkSize * uv.x) + floor(checkSize * uv.y), 2.0); if (fmodResult < 1.0) { return vec4(0, 1, 1, 1); // turquiose } else { return vec4(1, 0, 1, 1); // magenta } } /** * Our pixel shader. We take the lighting color we got from the vertex shader * and combine it with our checker pattern. We only need to use the x * coordinate of our input.col because we gave it uniform color */ void main() { vec3 surfaceToLight = normalize(lightWorldPos - v_worldPosition); vec3 worldNormal = normalize(v_normal); // Apply diffuse lighting in world space in case the world transform // contains scaling. vec4 check = checker(v_texcoord); float directionalIntensity = clamp(dot(worldNormal, surfaceToLight), 0.0, 1.0); vec4 outColor = (ambientIntensity * ambient + directionalIntensity * diffuse) * check; gl_FragColor = vec4(outColor.rgb, diffuse.a); } // #o3d MatrixLoadOrder RowMajor