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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.
*/
// 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
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