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shaders

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  1. var vertexShaderSource3D =
  2.   "attribute vec3 Vertex;" +
  3.   "attribute vec3 Normal;" +
  4.   "attribute vec4 aColor;" +
  5.   "attribute vec2 aTexture;" +
  6.   "varying   vec2 vTexture;" +
  7.  
  8.   "uniform vec4 color;" +
  9.  
  10.   "uniform bool usingMat;" +
  11.   "uniform vec3 specular;" +
  12.   "uniform vec3 mat_emissive;" +
  13.   "uniform vec3 mat_ambient;" +
  14.   "uniform vec3 mat_specular;" +
  15.   "uniform float shininess;" +
  16.  
  17.   "uniform mat4 model;" +
  18.   "uniform mat4 view;" +
  19.   "uniform mat4 projection;" +
  20.   "uniform mat4 normalTransform;" +
  21.  
  22.   "uniform int lightCount;" +
  23.   "uniform vec3 falloff;" +
  24.  
  25.   "struct Light {" +
  26.   "  bool dummy;" +
  27.   "  int type;" +
  28.   "  vec3 color;" +
  29.   "  vec3 position;" +
  30.   "  vec3 direction;" +
  31.   "  float angle;" +
  32.   "  vec3 halfVector;" +
  33.   "  float concentration;" +
  34.   "};" +
  35.   "uniform Light lights[8];" +
  36.  
  37.   "void AmbientLight( inout vec3 totalAmbient, in vec3 ecPos, in Light light ) {" +
  38.   // Get the vector from the light to the vertex
  39.   // Get the distance from the current vector to the light position
  40.   "  float d = length( light.position - ecPos );" +
  41.   "  float attenuation = 1.0 / ( falloff[0] + ( falloff[1] * d ) + ( falloff[2] * d * d ));" + "  totalAmbient += light.color * attenuation;" +
  42.   "}" +
  43.  
  44.   "void DirectionalLight( inout vec3 col, in vec3 ecPos, inout vec3 spec, in vec3 vertNormal, in Light light ) {" +
  45.   "  float powerfactor = 0.0;" +
  46.   "  float nDotVP = max(0.0, dot( vertNormal, light.position ));" +
  47.   "  float nDotVH = max(0.0, dot( vertNormal, normalize( light.position-ecPos )));" +
  48.  
  49.   "  if( nDotVP != 0.0 ){" +
  50.   "    powerfactor = pow( nDotVH, shininess );" +
  51.   "  }" +
  52.  
  53.   "  col += light.color * nDotVP;" +
  54.   "  spec += specular * powerfactor;" +
  55.   "}" +
  56.  
  57.   "void PointLight( inout vec3 col, inout vec3 spec, in vec3 vertNormal, in vec3 ecPos, in vec3 eye, in Light light ) {" +
  58.   "  float powerfactor;" +
  59.  
  60.   // Get the vector from the light to the vertex
  61.   "   vec3 VP = light.position - ecPos;" +
  62.  
  63.   // Get the distance from the current vector to the light position
  64.   "  float d = length( VP ); " +
  65.  
  66.   // Normalize the light ray so it can be used in the dot product operation.
  67.   "  VP = normalize( VP );" +
  68.  
  69.   "  float attenuation = 1.0 / ( falloff[0] + ( falloff[1] * d ) + ( falloff[2] * d * d ));" +
  70.  
  71.   "  float nDotVP = max( 0.0, dot( vertNormal, VP ));" +
  72.   "  vec3 halfVector = normalize( VP + eye );" +
  73.   "  float nDotHV = max( 0.0, dot( vertNormal, halfVector ));" +
  74.  
  75.   "  if( nDotVP == 0.0) {" +
  76.   "    powerfactor = 0.0;" +
  77.   "  }" +
  78.   "  else{" +
  79.   "    powerfactor = pow( nDotHV, shininess );" +
  80.   "  }" +
  81.  
  82.   "  spec += specular * powerfactor * attenuation;" +
  83.   "  col += light.color * nDotVP * attenuation;" +
  84.   "}" +
  85.  
  86.   /*
  87.   */
  88.   "void SpotLight( inout vec3 col, inout vec3 spec, in vec3 vertNormal, in vec3 ecPos, in vec3 eye, in Light light ) {" +
  89.   "  float spotAttenuation;" +
  90.   "  float powerfactor;" +
  91.  
  92.   // calculate the vector from the current vertex to the light.
  93.   "  vec3 VP = light.position - ecPos; " +
  94.   "  vec3 ldir = normalize( light.direction );" +
  95.  
  96.   // get the distance from the spotlight and the vertex
  97.   "  float d = length( VP );" +
  98.   "  VP = normalize( VP );" +
  99.  
  100.   "  float attenuation = 1.0 / ( falloff[0] + ( falloff[1] * d ) + ( falloff[2] * d * d ) );" +
  101.  
  102.   // dot product of the vector from vertex to light and light direction.
  103.   "  float spotDot = dot( VP, ldir );" +
  104.  
  105.   // if the vertex falls inside the cone
  106.   "  if( spotDot < cos( light.angle ) ) {" +
  107.   "    spotAttenuation = pow( spotDot, light.concentration );" +
  108.   "  }" +
  109.   "  else{" +
  110.   "    spotAttenuation = 1.0;" +
  111.   "  }" +
  112.   "  attenuation *= spotAttenuation;" +
  113.  
  114.   "  float nDotVP = max( 0.0, dot( vertNormal, VP ));" +
  115.   "  vec3 halfVector = normalize( VP + eye );" +
  116.   "  float nDotHV = max( 0.0, dot( vertNormal, halfVector ));" +
  117.  
  118.   "  if( nDotVP == 0.0 ) {" +
  119.   "    powerfactor = 0.0;" +
  120.   "  }" +
  121.   "  else {" +
  122.   "    powerfactor = pow( nDotHV, shininess );" +
  123.   "  }" +
  124.  
  125.   "  spec += specular * powerfactor * attenuation;" +
  126.   "  col += light.color * nDotVP * attenuation;" +
  127.   "}" +
  128.  
  129.   "void main(void) {" +
  130.   "  vec3 finalAmbient = vec3( 0.0, 0.0, 0.0 );" +
  131.   "  vec3 finalDiffuse = vec3( 0.0, 0.0, 0.0 );" +
  132.   "  vec3 finalSpecular = vec3( 0.0, 0.0, 0.0 );" +
  133.  
  134.   "  vec4 col = color;" +
  135.   "  if(color[0] == -1.0){" +
  136.   "    col = aColor;" +
  137.   "  }" +
  138.  
  139.   "  vec3 norm = vec3( normalTransform * vec4( Normal, 0.0 ) );" +
  140.  
  141.   "  vec4 ecPos4 = view * model * vec4(Vertex,1.0);" +
  142.   "  vec3 ecPos = (vec3(ecPos4))/ecPos4.w;" +
  143.   "  vec3 eye = vec3( 0.0, 0.0, 1.0 );" +
  144.  
  145.   // If there were no lights this draw call, just use the
  146.   // assigned fill color of the shape and the specular value
  147.   "  if( lightCount == 0 ) {" +
  148.   "    gl_FrontColor = col + vec4(mat_specular,1.0);" +
  149.   "  }" +
  150.   "  else {" +
  151.   "    for( int i = 0; i < lightCount; i++ ) {" +
  152.   "      if( lights[i].type == 0 ) {" +
  153.   "        AmbientLight( finalAmbient, ecPos, lights[i] );" +
  154.   "      }" +
  155.   "      else if( lights[i].type == 1 ) {" +
  156.   "        DirectionalLight( finalDiffuse,ecPos, finalSpecular, norm, lights[i] );" +
  157.   "      }" +
  158.   "      else if( lights[i].type == 2 ) {" +
  159.   "        PointLight( finalDiffuse, finalSpecular, norm, ecPos, eye, lights[i] );" +
  160.   "      }" +
  161.   "      else if( lights[i].type == 3 ) {" +
  162.   "        SpotLight( finalDiffuse, finalSpecular, norm, ecPos, eye, lights[i] );" +
  163.   "      }" +
  164.   "    }" +
  165.  
  166.   "   if( usingMat == false ) {" +
  167.   "    gl_FrontColor = vec4(  " +
  168.   "      vec3(col) * finalAmbient +" +
  169.   "      vec3(col) * finalDiffuse +" +
  170.   "      vec3(col) * finalSpecular," +
  171.   "      col[3] );" +
  172.   "   }" +
  173.   "   else{" +
  174.   "     gl_FrontColor = vec4( " +
  175.   "       mat_emissive + " +
  176.   "       (vec3(col) * mat_ambient * finalAmbient) + " +
  177.   "       (vec3(col) * finalDiffuse) + " +
  178.   "       (mat_specular * finalSpecular), " +
  179.   "       col[3] );" +
  180.   "    }" +
  181.   "  }" +
  182.   "  vTexture.xy = aTexture.xy;" +
  183.   "  gl_Position = projection * view * model * vec4( Vertex, 1.0 );" +
  184.   "}";
  185.  
  186. var fragmentShaderSource3D =
  187.   "uniform sampler2D sampler;" +
  188.   "uniform bool usingTexture;" +
  189.   "varying vec2 vTexture;" +
  190.  
  191.   // In Processing, when a texture is used, the fill color is ignored
  192.   "void main(void){" +
  193.   "  if(usingTexture){" +
  194.   "    gl_FragColor =  vec4(texture2D(sampler, vTexture.xy));" +
  195.   "  }"+
  196.   "  else{" +
  197.   "    gl_FragColor = vec4(gl_Color);" +
  198.   "  }" +
  199.   "}";
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