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 |