make.shaders = { fragment1: function() { return [ [ "#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 [ [ "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 [ [ "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 [ [ "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 { vertex: Utils.quote(v[i].join("\n")), fragment: Utils.quote(f[i].join("\n")) }; }, };