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- //Normal texture and lighting shader
- //vert
- attribute vec4 position;
- attribute vec3 normal;
- varying vec3 vertexNormal;
- uniform mat4 modelViewProjectionMatrix;
- uniform mat3 normalMatrix;
- uniform vec3 lightPosition;
- uniform vec4 lightDiffuseColour;
- uniform vec4 lightSpecularColour;
- uniform vec4 lightlightAmbientColour;
- uniform vec3 lightHalfVector;
- attribute vec2 TexCoordIn;
- varying vec2 TexCoordOut;
- uniform vec4 numberColour;
- uniform vec4 faceColour;
- void main()
- {
- vec3 eyeNormal = normalize(normalMatrix * normal);
- float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));
- vertexNormal = normalize(normalMatrix * normal);
- TexCoordOut = TexCoordIn;
- gl_Position = modelViewProjectionMatrix * position;
- }
- //##################################
- //frag
- varying highp vec3 vertexNormal;
- uniform highp vec3 lightPosition;
- uniform highp vec4 lightDiffuseColour;
- uniform highp vec4 lightSpecularColour;
- uniform highp vec4 lightAmbientColour;
- uniform highp vec3 lightHalfVector;
- varying lowp vec2 TexCoordOut;
- uniform sampler2D Texture;
- uniform highp vec4 numberColour;
- uniform highp vec4 faceColour;
- void main()
- {
- highp float diffuseValue0 = max(dot(vertexNormal, normalize(lightPosition)), 0.0);
- highp vec4 diffuse_color0 = lightDiffuseColour;
- highp vec4 specular_material = vec4(1.0,1.0,1.0,1.0);
- highp vec4 specular_color0 = lightSpecularColour * pow(max(dot(vertexNormal, lightHalfVector), 0.0) , 15.0);
- lowp vec3 white = vec3(0.8, 0.8, 0.8);
- if(all(greaterThan(texture2D(Texture, TexCoordOut).rgb , white))){
- gl_FragColor = faceColour * (diffuseValue0 * diffuse_color0) + specular_color0 + lightAmbientColour;
- }
- else {
- gl_FragColor = numberColour * (diffuseValue0 * diffuse_color0) + specular_color0 + lightAmbientColour;
- }
- }
- //###############################
- //Outline vert Shader
- attribute vec4 position;
- uniform mat4 modelViewProjectionMatrix;
- uniform vec4 outlineColour;
- void main()
- {
- vec4 scaled = position*1.15;
- gl_Position = modelViewProjectionMatrix * scaled;
- }
- //##############################
- //frag
- uniform highp vec4 outlineColour;
- void main()
- {
- gl_FragColor = outlineColour;
- }
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