/* * 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. */ // This shader expects to be passed vertices that are part of an x-z plane mesh // because it assumes the normal for each vertex before being offset by the // animation is 0, 1, 0. uniform mat4 viewProjection; uniform mat4 world; uniform mat4 worldInverseTranspose; uniform float time; attribute vec4 position; varying vec3 v_normal; varying vec3 v_worldPosition; void main() { vec3 worldPosition = (world * position).xyz; float animValue = time + (worldPosition.x + worldPosition.z) * 0.4; float animSin = sin(animValue); float animCos = cos(animValue); vec4 position = vec4( worldPosition.x, worldPosition.y + animSin, worldPosition.z, 1); gl_Position = viewProjection * position; vec3 normalTmp = normalize(vec3(animCos, abs(animSin), animCos)); v_normal = (worldInverseTranspose * vec4(normalTmp, 0)).xyz; v_worldPosition = position.xyz; } // #o3d SplitMarker uniform vec3 lightWorldPos; uniform vec4 lightIntensity; uniform vec4 ambientIntensity; uniform vec4 emissive; uniform vec4 ambient; uniform vec4 diffuse; uniform vec4 specular; uniform float shininess; uniform float time; uniform mat4 viewInverse; varying vec3 v_normal; varying vec3 v_worldPosition; vec4 lit(float l ,float h, float m) { return vec4(1.0, max(l, 0.0), (l > 0.0) ? pow(max(0.0, h), m) : 0.0, 1.0); } void main() { vec3 surfaceToLight = normalize(lightWorldPos - v_worldPosition); vec3 worldNormal = normalize(v_normal); vec3 surfaceToView = normalize(viewInverse[3].xyz - v_worldPosition); vec3 halfVector = normalize(surfaceToLight + surfaceToView); vec4 litResult = lit(dot(worldNormal, surfaceToLight), dot(worldNormal, halfVector), shininess); vec4 outColor = ambientIntensity * ambient; outColor += lightIntensity * (diffuse * litResult.y + specular * litResult.z); outColor += emissive; gl_FragColor = vec4(outColor.rgb, diffuse.a); } // #o3d MatrixLoadOrder RowMajor