This commit is contained in:
Maurice Grönwoldt 2020-08-06 23:44:37 +02:00
commit 25fcefcb50
68 changed files with 2982 additions and 307 deletions

View file

@ -6,6 +6,8 @@ precision mediump float;
in vec4 pos;
in vec3 v_surfaceToLight;
in vec3 baseColor;
in vec3 maxColor;
uniform vec4 u_color;
out vec4 outColor;
@ -14,8 +16,6 @@ void main() {
vec4 fragNormal = normalize(pos);
float u_light = 0.3;
float light = max(dot(fragNormal.xyz, normalize(v_surfaceToLight).xyz), u_light);
vec3 baseColor = vec3(0, 0, 1);
vec3 maxColor = vec3(1, 0, 0);
float y = pos.z;
if (y < 0.0) {
y = y * -1.0;

View file

@ -3,12 +3,18 @@
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;
}

19
shaders/wave2d.frag Normal file
View file

@ -0,0 +1,19 @@
#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;
out vec4 outColor;
void main() {
float y = pos.z;
if (y < 0.0) {
y = y * -1.0;
}
vec3 color = mix(baseColor, maxColor, y);
outColor = vec4(color, 1.0);
}

19
shaders/wave2d.vert Normal file
View file

@ -0,0 +1,19 @@
#version 300 es
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;
}