99 lines
2.2 KiB
C
99 lines
2.2 KiB
C
const char *vs =
|
|
#ifdef EMSCRIPTEN
|
|
"#version 300 es\n"
|
|
"precision highp float;"
|
|
#else
|
|
"#version 330 core\n"
|
|
#endif
|
|
"layout (location = 0) in float aPos_x;"
|
|
"layout (location = 1) in float aPos_y;"
|
|
"layout (location = 2) in float aPos_z;"
|
|
"layout (location = 3) in float aPos_w;"
|
|
|
|
"layout (location = 4) in float aNormal_x;"
|
|
"layout (location = 5) in float aNormal_y;"
|
|
"layout (location = 6) in float aNormal_z;"
|
|
"layout (location = 7) in float aNormal_w;"
|
|
|
|
"uniform float angle;"
|
|
"uniform float i;"
|
|
"uniform vec4 color;"
|
|
|
|
"uniform mat4 fix;"
|
|
"uniform mat4 rot;"
|
|
|
|
"out vec3 Normal;"
|
|
"out vec3 FragPos;"
|
|
"out vec4 Color;"
|
|
|
|
"mat2 rotate2d( float angle )"
|
|
"{"
|
|
"return mat2( cos(angle), sin(angle), -sin(angle), cos(angle) );"
|
|
"}"
|
|
|
|
"void main()"
|
|
"{"
|
|
" Color=color;"
|
|
|
|
" vec3 aNormal = vec3(aNormal_x,aNormal_y,aNormal_z);"
|
|
" vec3 aPos = vec3(aPos_x,aPos_y,aPos_z);"
|
|
|
|
" aNormal[int(i)] = (vec2(aNormal[int(i)], aNormal_w) * "
|
|
"rotate2d(angle))[0];"
|
|
" aPos[int(i)] = (vec2(aPos[int(i)], aPos_w) * rotate2d(angle))[0];"
|
|
|
|
" Normal = mat3(transpose(inverse(rot))) * aNormal;"
|
|
" gl_Position = fix * rot * vec4( aPos, 1.0 );\n"
|
|
" FragPos = vec3( rot * vec4(aPos, 1.0));"
|
|
"}";
|
|
|
|
const char *fs_plain =
|
|
#ifdef EMSCRIPTEN
|
|
"#version 300 es\n"
|
|
"precision highp float;"
|
|
#else
|
|
"#version 330 core\n"
|
|
#endif
|
|
"out vec4 FragColor;"
|
|
"in vec3 Normal;"
|
|
"in vec3 FragPos;"
|
|
"in vec4 Color;"
|
|
|
|
"void main()"
|
|
"{"
|
|
" FragColor = vec4(pow(vec3(Color),vec3(1.0/2.2)),Color.a);"
|
|
"}";
|
|
|
|
const char *fs =
|
|
#ifdef EMSCRIPTEN
|
|
"#version 300 es\n"
|
|
"precision highp float;"
|
|
#else
|
|
"#version 330 core\n"
|
|
#endif
|
|
|
|
"in vec3 Normal;"
|
|
"in vec3 FragPos;"
|
|
"in vec4 Color;"
|
|
|
|
"out vec4 FragColor;"
|
|
|
|
"void main()"
|
|
"{"
|
|
|
|
" vec3 viewPos = vec3(0, 0, -15);\n"
|
|
" vec3 viewDir = normalize(viewPos - FragPos);\n"
|
|
|
|
" vec3 lightPos = viewPos;\n"
|
|
" vec3 lightDir = normalize(lightPos - FragPos);\n"
|
|
|
|
" vec3 halfwayDir = normalize(lightDir + viewDir);\n"
|
|
|
|
" float specular = pow(abs(dot(normalize(Normal), halfwayDir)), 32.0);\n"
|
|
" float diffuse = abs(dot(normalize(Normal), lightDir));\n"
|
|
|
|
" vec3 result = pow((0.5 + 0.5*diffuse + 1.5*specular) * Color.rgb, "
|
|
"vec3(1.0/2.2));\n"
|
|
" FragColor = vec4(result, Color.a);\n"
|
|
"}";
|