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/*
* 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
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