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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 | "}"; |