Let shaders be returned as arrays

This commit is contained in:
Christoph Diehl 2017-06-10 05:54:06 +02:00
parent 562ba9ebb7
commit 56d3cb3851

View file

@ -3,139 +3,131 @@
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
make.shaders = {
fragment1: function () {
return random.pick([
[
'#ifdef GL_ES',
'precision mediump float;',
'#endif',
'varying vec4 vColor;',
'void main() {',
'gl_FragColor=vColor;',
'}'
],
[
'varying highp vec2 vTextureCoord;',
'varying highp vec3 vLighting;',
'uniform sampler2D uSampler;',
'void main(void) {',
'highp vec4 texelColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));',
'gl_FragColor = vec4(texelColor.rgb * vLighting, texelColor.a);',
'}'
]
])
},
vertex1: function () {
return random.pick([
[
'attribute vec4 aVertex;',
'attribute vec4 aColor;',
'varying vec4 vColor;',
'void main(){',
'vColor=aColor;',
'gl_Position=aVertex;',
'}'
],
[
'attribute highp vec3 aVertexNormal;',
'attribute highp vec3 aVertexPosition;',
'attribute highp vec2 aTextureCoord;',
'uniform highp mat4 uNormalMatrix;',
'uniform highp mat4 uMVMatrix;',
'uniform highp mat4 uPMatrix;',
'varying highp vec2 vTextureCoord;',
'varying highp vec3 vLighting;',
'void main(void) {',
'gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);',
'vTextureCoord = aTextureCoord;',
'highp vec3 ambientLight = vec3(0.6, 0.6, 0.6);',
'highp vec3 directionalLightColor = vec3(0.5, 0.5, 0.75);',
'highp vec3 directionalVector = vec3(0.85, 0.8, 0.75);',
'highp vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0);',
'highp float directional = max(dot(transformedNormal.xyz, directionalVector), 0.0);',
'vLighting = ambientLight + (directionalLightColor * directional);',
'}'
]
])
},
fragment2: function () {
return random.pick([
[
'varying highp vec2 vTextureCoord;',
'varying highp vec3 vLighting;',
'uniform sampler2D uSampler;',
'void main(void) {',
'highp vec4 texelColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));',
'gl_FragColor = vec4(texelColor.rgb * vLighting, texelColor.a);',
'}'
],
[
'#version proto-200',
'uniform sampler2D albedoMap;',
'uniform sampler2D normalMap;',
'varying vec3 varyingTangent;',
'varying vec3 varyingBitangent;',
'varying vec3 varyingNormal;',
'varying vec2 varyingUV;',
'void main(void) {',
'vec3 albedo=texture2D(albedoMap,varyingUV).rgb;',
'vec3 normal=texture2D(normalMap,varyingUV).rgb*2.0-1.0;',
'float specularFactor=pow((albedo.r+albedo.g+albedo.b)*0.33,2.0);',
'float specularHardness=2.0;',
'vec3 spaceNormal=varyingTangent*normal.x+varyingBitangent*normal.y+varyingNormal*normal.z;',
'gl_FragData[0]=vec4(albedo,1.0);',
'gl_FragData[1]=vec4(spaceNormal*0.5 +0.5,1.0);',
'gl_FragData[2]=vec4(specularFactor,specularHardness*0.1,0.0,1.0);',
'}'
]
])
},
vertex2: function () {
return random.pick([
[
'attribute highp vec3 aVertexNormal;',
'attribute highp vec3 aVertexPosition;',
'attribute highp vec2 aTextureCoord;',
'uniform highp mat4 uNormalMatrix;',
'uniform highp mat4 uMVMatrix;',
'uniform highp mat4 uPMatrix;',
'varying highp vec2 vTextureCoord;',
'varying highp vec3 vLighting;',
'void main(void) {',
'gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);',
'vTextureCoord = aTextureCoord;',
'highp vec3 ambientLight = vec3(0.6, 0.6, 0.6);',
'highp vec3 directionalLightColor = vec3(0.5, 0.5, 0.75);',
'highp vec3 directionalVector = vec3(0.85, 0.8, 0.75);',
'highp vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0);',
'highp float directional = max(dot(transformedNormal.xyz, directionalVector), 0.0);',
'vLighting = ambientLight + (directionalLightColor * directional);',
'}'
],
[
'#version proto-200',
'attribute vec3 vertexPosition;',
'attribute vec3 vertexTangent;',
'attribute vec3 vertexBitangent;',
'attribute vec3 vertexNormal;',
'attribute vec2 vertexUV;',
'uniform mat4 modelMatrix;',
'uniform mat4 viewMatrix;',
'varying vec3 varyingTangent;',
'varying vec3 varyingBitangent;',
'varying vec3 varyingNormal;',
'varying vec2 varyingUV;',
'void main(void){',
'gl_Position=viewMatrix*(modelMatrix*vec4(vertexPosition,1.0));',
'gl_Position.xy=gl_Position.xy*0.5+(float(gl_InstanceID)-0.5);',
'varyingTangent=(modelMatrix*vec4(vertexTangent,0.0)).xyz;',
'varyingBitangent=(modelMatrix*vec4(vertexBitangent,0.0)).xyz;',
'varyingNormal=(modelMatrix*vec4(vertexNormal,0.0)).xyz;',
'varyingUV = vertexUV;',
'}'
]
])
},
fragment1: [
[
'#ifdef GL_ES',
'precision mediump float;',
'#endif',
'varying vec4 vColor;',
'void main() {',
'gl_FragColor=vColor;',
'}'
],
[
'varying highp vec2 vTextureCoord;',
'varying highp vec3 vLighting;',
'uniform sampler2D uSampler;',
'void main(void) {',
'highp vec4 texelColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));',
'gl_FragColor = vec4(texelColor.rgb * vLighting, texelColor.a);',
'}'
]
],
vertex1: [
[
'attribute vec4 aVertex;',
'attribute vec4 aColor;',
'varying vec4 vColor;',
'void main(){',
'vColor=aColor;',
'gl_Position=aVertex;',
'}'
],
[
'attribute highp vec3 aVertexNormal;',
'attribute highp vec3 aVertexPosition;',
'attribute highp vec2 aTextureCoord;',
'uniform highp mat4 uNormalMatrix;',
'uniform highp mat4 uMVMatrix;',
'uniform highp mat4 uPMatrix;',
'varying highp vec2 vTextureCoord;',
'varying highp vec3 vLighting;',
'void main(void) {',
'gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);',
'vTextureCoord = aTextureCoord;',
'highp vec3 ambientLight = vec3(0.6, 0.6, 0.6);',
'highp vec3 directionalLightColor = vec3(0.5, 0.5, 0.75);',
'highp vec3 directionalVector = vec3(0.85, 0.8, 0.75);',
'highp vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0);',
'highp float directional = max(dot(transformedNormal.xyz, directionalVector), 0.0);',
'vLighting = ambientLight + (directionalLightColor * directional);',
'}'
]
],
fragment2: [
[
'varying highp vec2 vTextureCoord;',
'varying highp vec3 vLighting;',
'uniform sampler2D uSampler;',
'void main(void) {',
'highp vec4 texelColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));',
'gl_FragColor = vec4(texelColor.rgb * vLighting, texelColor.a);',
'}'
],
[
'#version proto-200',
'uniform sampler2D albedoMap;',
'uniform sampler2D normalMap;',
'varying vec3 varyingTangent;',
'varying vec3 varyingBitangent;',
'varying vec3 varyingNormal;',
'varying vec2 varyingUV;',
'void main(void) {',
'vec3 albedo=texture2D(albedoMap,varyingUV).rgb;',
'vec3 normal=texture2D(normalMap,varyingUV).rgb*2.0-1.0;',
'float specularFactor=pow((albedo.r+albedo.g+albedo.b)*0.33,2.0);',
'float specularHardness=2.0;',
'vec3 spaceNormal=varyingTangent*normal.x+varyingBitangent*normal.y+varyingNormal*normal.z;',
'gl_FragData[0]=vec4(albedo,1.0);',
'gl_FragData[1]=vec4(spaceNormal*0.5 +0.5,1.0);',
'gl_FragData[2]=vec4(specularFactor,specularHardness*0.1,0.0,1.0);',
'}'
]
],
vertex2: [
[
'attribute highp vec3 aVertexNormal;',
'attribute highp vec3 aVertexPosition;',
'attribute highp vec2 aTextureCoord;',
'uniform highp mat4 uNormalMatrix;',
'uniform highp mat4 uMVMatrix;',
'uniform highp mat4 uPMatrix;',
'varying highp vec2 vTextureCoord;',
'varying highp vec3 vLighting;',
'void main(void) {',
'gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);',
'vTextureCoord = aTextureCoord;',
'highp vec3 ambientLight = vec3(0.6, 0.6, 0.6);',
'highp vec3 directionalLightColor = vec3(0.5, 0.5, 0.75);',
'highp vec3 directionalVector = vec3(0.85, 0.8, 0.75);',
'highp vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0);',
'highp float directional = max(dot(transformedNormal.xyz, directionalVector), 0.0);',
'vLighting = ambientLight + (directionalLightColor * directional);',
'}'
],
[
'#version proto-200',
'attribute vec3 vertexPosition;',
'attribute vec3 vertexTangent;',
'attribute vec3 vertexBitangent;',
'attribute vec3 vertexNormal;',
'attribute vec2 vertexUV;',
'uniform mat4 modelMatrix;',
'uniform mat4 viewMatrix;',
'varying vec3 varyingTangent;',
'varying vec3 varyingBitangent;',
'varying vec3 varyingNormal;',
'varying vec2 varyingUV;',
'void main(void){',
'gl_Position=viewMatrix*(modelMatrix*vec4(vertexPosition,1.0));',
'gl_Position.xy=gl_Position.xy*0.5+(float(gl_InstanceID)-0.5);',
'varyingTangent=(modelMatrix*vec4(vertexTangent,0.0)).xyz;',
'varyingBitangent=(modelMatrix*vec4(vertexBitangent,0.0)).xyz;',
'varyingNormal=(modelMatrix*vec4(vertexNormal,0.0)).xyz;',
'varyingUV = vertexUV;',
'}'
]
],
shaderPair: function (v, f) {
let i = random.number(v.length)
return {