| Index: samples/shaders/phong-vertex-anim-glsl.shader
|
| ===================================================================
|
| --- samples/shaders/phong-vertex-anim-glsl.shader (revision 0)
|
| +++ samples/shaders/phong-vertex-anim-glsl.shader (revision 0)
|
| @@ -0,0 +1,100 @@
|
| +/*
|
| + * 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
|
|
|