WIP
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9d5259767c
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68 changed files with 2982 additions and 307 deletions
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@ -6,6 +6,8 @@ precision mediump float;
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in vec4 pos;
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in vec3 v_surfaceToLight;
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in vec3 baseColor;
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in vec3 maxColor;
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uniform vec4 u_color;
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out vec4 outColor;
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@ -14,8 +16,6 @@ void main() {
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vec4 fragNormal = normalize(pos);
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float u_light = 0.3;
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float light = max(dot(fragNormal.xyz, normalize(v_surfaceToLight).xyz), u_light);
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vec3 baseColor = vec3(0, 0, 1);
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vec3 maxColor = vec3(1, 0, 0);
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float y = pos.z;
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if (y < 0.0) {
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y = y * -1.0;
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@ -3,12 +3,18 @@
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in vec3 a_position;
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uniform mat4 u_matrix;
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uniform vec3 u_lightPos;
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uniform vec3 u_baseColor;
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uniform vec3 u_maxColor;
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out vec4 pos;
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out vec3 v_surfaceToLight;
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out vec3 maxColor;
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out vec3 baseColor;
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void main() {
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pos = u_matrix * vec4(a_position, 1);
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gl_Position = pos;
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v_surfaceToLight = u_lightPos - pos.xyz;
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maxColor = u_maxColor;
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baseColor = u_baseColor;
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}
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19
shaders/wave2d.frag
Normal file
19
shaders/wave2d.frag
Normal file
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@ -0,0 +1,19 @@
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#version 300 es
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// fragment shaders don't have a default precision so we need
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// to pick one. mediump is a good default. It means "medium precision"
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precision mediump float;
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in vec4 pos;
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in vec3 baseColor;
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in vec3 maxColor;
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out vec4 outColor;
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void main() {
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float y = pos.z;
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if (y < 0.0) {
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y = y * -1.0;
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}
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vec3 color = mix(baseColor, maxColor, y);
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outColor = vec4(color, 1.0);
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}
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19
shaders/wave2d.vert
Normal file
19
shaders/wave2d.vert
Normal file
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@ -0,0 +1,19 @@
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#version 300 es
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in vec3 a_position;
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uniform mat4 u_matrix;
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uniform vec3 u_baseColor;
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uniform vec3 u_maxColor;
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out vec4 pos;
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out vec3 maxColor;
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out vec3 baseColor;
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void main() {
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pos = u_matrix * vec4(a_position, 1);
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pos.y = pos.y * 0.6;
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gl_Position = pos;
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maxColor = u_maxColor;
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baseColor = u_baseColor;
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}
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