OLD | NEW |
(Empty) | |
| 1 /* |
| 2 * Copyright 2009, Google Inc. |
| 3 * All rights reserved. |
| 4 * |
| 5 * Redistribution and use in source and binary forms, with or without |
| 6 * modification, are permitted provided that the following conditions are |
| 7 * met: |
| 8 * |
| 9 * * Redistributions of source code must retain the above copyright |
| 10 * notice, this list of conditions and the following disclaimer. |
| 11 * * Redistributions in binary form must reproduce the above |
| 12 * copyright notice, this list of conditions and the following disclaimer |
| 13 * in the documentation and/or other materials provided with the |
| 14 * distribution. |
| 15 * * Neither the name of Google Inc. nor the names of its |
| 16 * contributors may be used to endorse or promote products derived from |
| 17 * this software without specific prior written permission. |
| 18 * |
| 19 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| 20 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
| 21 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
| 22 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
| 23 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
| 24 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
| 25 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
| 26 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
| 27 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 28 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 29 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 30 */ |
| 31 |
| 32 // This shader expects to be passed vertices that are part of an x-z plane mesh |
| 33 // because it assumes the normal for each vertex before being offset by the |
| 34 // animation is 0, 1, 0. |
| 35 |
| 36 uniform mat4 viewProjection; |
| 37 uniform mat4 world; |
| 38 uniform mat4 worldInverseTranspose; |
| 39 uniform float time; |
| 40 |
| 41 attribute vec4 position; |
| 42 |
| 43 varying vec3 v_normal; |
| 44 varying vec3 v_worldPosition; |
| 45 |
| 46 void main() { |
| 47 vec3 worldPosition = (world * position).xyz; |
| 48 |
| 49 float animValue = time + (worldPosition.x + worldPosition.z) * 0.4; |
| 50 float animSin = sin(animValue); |
| 51 float animCos = cos(animValue); |
| 52 vec4 position = vec4( |
| 53 worldPosition.x, |
| 54 worldPosition.y + animSin, |
| 55 worldPosition.z, |
| 56 1); |
| 57 gl_Position = viewProjection * position; |
| 58 vec3 normalTmp = normalize(vec3(animCos, abs(animSin), animCos)); |
| 59 v_normal = (worldInverseTranspose * vec4(normalTmp, 0)).xyz; |
| 60 v_worldPosition = position.xyz; |
| 61 } |
| 62 |
| 63 // #o3d SplitMarker |
| 64 |
| 65 uniform vec3 lightWorldPos; |
| 66 uniform vec4 lightIntensity; |
| 67 uniform vec4 ambientIntensity; |
| 68 uniform vec4 emissive; |
| 69 uniform vec4 ambient; |
| 70 uniform vec4 diffuse; |
| 71 uniform vec4 specular; |
| 72 uniform float shininess; |
| 73 uniform float time; |
| 74 uniform mat4 viewInverse; |
| 75 |
| 76 varying vec3 v_normal; |
| 77 varying vec3 v_worldPosition; |
| 78 |
| 79 vec4 lit(float l ,float h, float m) { |
| 80 return vec4(1.0, |
| 81 max(l, 0.0), |
| 82 (l > 0.0) ? pow(max(0.0, h), m) : 0.0, |
| 83 1.0); |
| 84 } |
| 85 |
| 86 void main() { |
| 87 vec3 surfaceToLight = normalize(lightWorldPos - v_worldPosition); |
| 88 vec3 worldNormal = normalize(v_normal); |
| 89 vec3 surfaceToView = normalize(viewInverse[3].xyz - v_worldPosition); |
| 90 vec3 halfVector = normalize(surfaceToLight + surfaceToView); |
| 91 vec4 litResult = lit(dot(worldNormal, surfaceToLight), |
| 92 dot(worldNormal, halfVector), shininess); |
| 93 vec4 outColor = ambientIntensity * ambient; |
| 94 outColor += lightIntensity * (diffuse * litResult.y + |
| 95 specular * litResult.z); |
| 96 outColor += emissive; |
| 97 gl_FragColor = vec4(outColor.rgb, diffuse.a); |
| 98 } |
| 99 |
| 100 // #o3d MatrixLoadOrder RowMajor |
OLD | NEW |