146 lines
5.4 KiB
JavaScript
146 lines
5.4 KiB
JavaScript
/* This Source Code Form is subject to the terms of the Mozilla Public
|
|
* License, v. 2.0. If a copy of the MPL was not distributed with this
|
|
* 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;",
|
|
"}"
|
|
]
|
|
]);
|
|
},
|
|
shaderPair: function (v, f) {
|
|
let i = random.number(v.length);
|
|
return {
|
|
vertex: utils.common.quote(v[i].join("\n")),
|
|
fragment: utils.common.quote(f[i].join("\n"))
|
|
};
|
|
},
|
|
};
|