octo-deno/lib/make/shaders.ts

153 lines
5.3 KiB
TypeScript

/* 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/. */
import random from "../random/random.ts";
export default class shaders {
static get fragment1() {
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);",
"}"
]
];
}
static get vertex1() {
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);",
"}"
]
];
}
static get fragment2() {
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);",
"}"
]
];
}
static get vertex2() {
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;",
"}"
]
];
}
static shaderPair(v, f) {
let i = random.number(v.length);
return {
vertex: v[i].join(" "),
fragment: f[i].join(" ")
};
}
}