This commit is contained in:
Maurice Grönwoldt 2020-08-07 19:31:30 +02:00
commit 07b35b9667
27 changed files with 429 additions and 79 deletions

View file

@ -1,7 +1,5 @@
#version 300 es
// fragment shaders don't have a default precision so we need
// to pick one. mediump is a good default. It means "medium precision"
precision highp float;
in vec4 fragNormal;
in vec3 v_surfaceToLight;

View file

@ -1,7 +1,5 @@
#version 300 es
// fragment shaders don't have a default precision so we need
// to pick one. mediump is a good default. It means "medium precision"
precision mediump float;
uniform vec4 u_color;

View file

@ -1,26 +1,23 @@
#version 300 es
// fragment shaders don't have a default precision so we need
// to pick one. mediump is a good default. It means "medium precision"
precision mediump float;
in vec4 pos;
in vec3 v_surfaceToLight;
in vec3 baseColor;
in vec3 maxColor;
uniform vec4 u_color;
uniform vec3 u_baseColor;
uniform vec3 u_maxColor;
uniform float u_light;
out vec4 outColor;
void main() {
vec4 fragNormal = normalize(pos);
float u_light = 0.3;
float light = max(dot(fragNormal.xyz, normalize(v_surfaceToLight).xyz), u_light);
float y = pos.z;
if (y < 0.0) {
y = y * -1.0;
}
vec3 color = mix(baseColor, maxColor, y);
vec3 color = mix(u_baseColor, u_maxColor, y);
outColor = vec4(color, 1.0);
outColor.rgb *= light;
}

View file

@ -3,18 +3,12 @@
in vec3 a_position;
uniform mat4 u_matrix;
uniform vec3 u_lightPos;
uniform vec3 u_baseColor;
uniform vec3 u_maxColor;
out vec4 pos;
out vec3 v_surfaceToLight;
out vec3 maxColor;
out vec3 baseColor;
void main() {
pos = u_matrix * vec4(a_position, 1);
gl_Position = pos;
v_surfaceToLight = u_lightPos - pos.xyz;
maxColor = u_maxColor;
baseColor = u_baseColor;
}

View file

@ -1,12 +1,11 @@
#version 300 es
// fragment shaders don't have a default precision so we need
// to pick one. mediump is a good default. It means "medium precision"
precision mediump float;
in vec4 pos;
in vec3 baseColor;
in vec3 maxColor;
uniform vec3 u_baseColor;
uniform vec3 u_maxColor;
out vec4 outColor;
void main() {
@ -14,6 +13,6 @@ void main() {
if (y < 0.0) {
y = y * -1.0;
}
vec3 color = mix(baseColor, maxColor, y);
vec3 color = mix(u_baseColor, u_maxColor, y);
outColor = vec4(color, 1.0);
}

View file

@ -2,18 +2,11 @@
in vec3 a_position;
uniform mat4 u_matrix;
uniform vec3 u_baseColor;
uniform vec3 u_maxColor;
out vec4 pos;
out vec3 maxColor;
out vec3 baseColor;
void main() {
pos = u_matrix * vec4(a_position, 1);
pos.y = pos.y * 0.6;
gl_Position = pos;
maxColor = u_maxColor;
baseColor = u_baseColor;
}