Moved the diffuse color calculation to the vertex shader.
This commit is contained in:
@@ -1,16 +1,23 @@
|
|||||||
|
/*
|
||||||
|
* Copyright (C) 2014 Miguel Angel Astor Romero
|
||||||
|
*
|
||||||
|
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||||
|
* you may not use this file except in compliance with the License.
|
||||||
|
* You may obtain a copy of the License at
|
||||||
|
*
|
||||||
|
* http://www.apache.org/licenses/LICENSE-2.0
|
||||||
|
*
|
||||||
|
* Unless required by applicable law or agreed to in writing, software
|
||||||
|
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||||
|
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||||
|
* See the License for the specific language governing permissions and
|
||||||
|
* limitations under the License.
|
||||||
|
*/
|
||||||
|
|
||||||
#ifdef GL_ES
|
#ifdef GL_ES
|
||||||
precision mediump float;
|
precision mediump float;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Camera world space position.
|
|
||||||
uniform vec3 u_cameraPos;
|
|
||||||
|
|
||||||
// Light source position
|
|
||||||
uniform vec4 u_lightPos;
|
|
||||||
|
|
||||||
// Diffuse light color.
|
|
||||||
uniform vec4 u_lightDiffuse;
|
|
||||||
|
|
||||||
// Ambient light color.
|
// Ambient light color.
|
||||||
uniform vec4 u_ambient;
|
uniform vec4 u_ambient;
|
||||||
|
|
||||||
@@ -26,25 +33,24 @@ varying vec3 v_normal;
|
|||||||
// Fragment color received from the vertex shader.
|
// Fragment color received from the vertex shader.
|
||||||
varying vec4 v_color;
|
varying vec4 v_color;
|
||||||
|
|
||||||
|
// Fragment shaded diffuse color.
|
||||||
|
varying vec4 v_diffuse;
|
||||||
|
|
||||||
|
varying vec3 v_lightVector;
|
||||||
|
varying vec3 v_eyeVector;
|
||||||
|
varying vec3 v_reflectedVector;
|
||||||
|
|
||||||
void main(){
|
void main(){
|
||||||
vec3 normal = normalize(v_normal);
|
// Normalize the input varyings.
|
||||||
vec3 lightVector = normalize(u_lightPos.xyz - v_position.xyz);
|
vec3 lightVector = normalize(v_lightVector);
|
||||||
vec3 eyeVector = normalize(u_cameraPos.xyz - v_position.xyz);
|
vec3 eyeVector = normalize(v_eyeVector);
|
||||||
vec3 reflectedVector = normalize(-reflect(lightVector, normal));
|
vec3 reflectedVector = normalize(v_reflectedVector);
|
||||||
|
|
||||||
// Ambient Term.
|
|
||||||
vec4 ambient = u_ambient;
|
|
||||||
|
|
||||||
// Diffuse Term.
|
|
||||||
vec4 diffuse = u_lightDiffuse * max(dot(normal, lightVector), 0.0);
|
|
||||||
diffuse = clamp(diffuse, 0.0, 1.0);
|
|
||||||
|
|
||||||
// Specular Term:
|
// Specular Term:
|
||||||
vec4 specular = vec4(1.0) * pow(max(dot(reflectedVector, eyeVector), 0.0), 0.3 * u_shiny);
|
vec4 specular = vec4(1.0) * pow(max(dot(reflectedVector, eyeVector), 0.0), 0.3 * u_shiny);
|
||||||
specular = clamp(specular, 0.0, 1.0);
|
|
||||||
|
|
||||||
// Aggregate light color.
|
// Aggregate light color.
|
||||||
vec4 lightColor = vec4(ambient.rgb + diffuse.rgb + specular.rgb, 1.0);
|
vec4 lightColor = clamp(vec4(u_ambient.rgb + v_diffuse.rgb + specular.rgb, 1.0), 0.0, 1.0);
|
||||||
|
|
||||||
// Final color.
|
// Final color.
|
||||||
gl_FragColor = clamp(lightColor * v_color, 0.0, 1.0);
|
gl_FragColor = clamp(lightColor * v_color, 0.0, 1.0);
|
||||||
|
@@ -1,8 +1,30 @@
|
|||||||
|
/*
|
||||||
|
* Copyright (C) 2014 Miguel Angel Astor Romero
|
||||||
|
*
|
||||||
|
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||||
|
* you may not use this file except in compliance with the License.
|
||||||
|
* You may obtain a copy of the License at
|
||||||
|
*
|
||||||
|
* http://www.apache.org/licenses/LICENSE-2.0
|
||||||
|
*
|
||||||
|
* Unless required by applicable law or agreed to in writing, software
|
||||||
|
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||||
|
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||||
|
* See the License for the specific language governing permissions and
|
||||||
|
* limitations under the License.
|
||||||
|
*/
|
||||||
|
|
||||||
// Model-view matrix.
|
// Model-view matrix.
|
||||||
uniform mat4 u_projTrans;
|
uniform mat4 u_projTrans;
|
||||||
|
|
||||||
// Normal matrix.
|
// Light source position
|
||||||
uniform mat4 u_normalMat;
|
uniform vec4 u_lightPos;
|
||||||
|
|
||||||
|
// Diffuse light color.
|
||||||
|
uniform vec4 u_lightDiffuse;
|
||||||
|
|
||||||
|
// Camera world space position.
|
||||||
|
uniform vec3 u_cameraPos;
|
||||||
|
|
||||||
// Vertex position in world coordinates.
|
// Vertex position in world coordinates.
|
||||||
attribute vec4 a_position;
|
attribute vec4 a_position;
|
||||||
@@ -13,19 +35,30 @@ attribute vec4 a_normal;
|
|||||||
// Vertex color.
|
// Vertex color.
|
||||||
attribute vec4 a_color;
|
attribute vec4 a_color;
|
||||||
|
|
||||||
// Vertex position to pass to the fragment shader.
|
|
||||||
varying vec4 v_position;
|
|
||||||
|
|
||||||
// Vertex normal to pass to the fragment shader.
|
|
||||||
varying vec3 v_normal;
|
|
||||||
|
|
||||||
// Vertex color to pass to the fragment shader.
|
// Vertex color to pass to the fragment shader.
|
||||||
varying vec4 v_color;
|
varying vec4 v_color;
|
||||||
|
|
||||||
void main(){
|
// Diffuse shaded color to pass to the fragment shader.
|
||||||
v_position = u_projTrans * a_position;
|
varying vec4 v_diffuse;
|
||||||
v_color = a_color;
|
|
||||||
v_normal = vec3(u_normalMat * a_normal);
|
|
||||||
|
|
||||||
gl_Position = v_position;
|
// The vector from the vertex to the light source.
|
||||||
|
varying vec3 v_lightVector;
|
||||||
|
|
||||||
|
// The vector from the vertex to the camera.
|
||||||
|
varying vec3 v_eyeVector;
|
||||||
|
|
||||||
|
// The light vector reflected around the vertex normal.
|
||||||
|
varying vec3 v_reflectedVector;
|
||||||
|
|
||||||
|
void main(){
|
||||||
|
// Set the varyings.
|
||||||
|
v_lightVector = normalize(u_lightPos.xyz - a_position.xyz);
|
||||||
|
v_eyeVector = normalize(u_cameraPos.xyz - a_position.xyz);
|
||||||
|
v_reflectedVector = normalize(-reflect(v_lightVector, a_normal.xyz));
|
||||||
|
v_color = a_color;
|
||||||
|
|
||||||
|
// Diffuse Term.
|
||||||
|
v_diffuse = u_lightDiffuse * max(dot(a_normal.xyz, v_lightVector), 0.0);
|
||||||
|
|
||||||
|
gl_Position = u_projTrans * a_position;
|
||||||
}
|
}
|
||||||
|
Reference in New Issue
Block a user