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VersusTune 2020-04-05 15:28:22 +02:00
commit 42778a9d46
13 changed files with 1192 additions and 0 deletions

19
shaders/sphere.frag Normal file
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#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 vec3 v_surfaceToLight;
uniform vec4 u_color;
uniform vec3 u_lightPos;
out vec4 outColor;
void main() {
vec3 surfaceToLightDirection = normalize(v_surfaceToLight);
outColor = u_color;
float light = 1.0;
//outColor.rgb *= surfaceToLightDirection;
}

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shaders/sphere.vert Normal file
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#version 300 es
in vec4 a_position;
uniform mat4 u_world;
uniform mat4 u_matrix;
uniform vec3 u_lightPos;
uniform vec3 u_light;
uniform float u_pointSize;
out vec3 v_surfaceToLight;
void main() {
// convert the position from pixels to 0.0 to 1.0
vec4 pos = a_position * u_matrix;
gl_Position = pos;
gl_PointSize = u_pointSize;
vec3 surfaceWorldPosition = (u_world * pos).xyz;
v_surfaceToLight = u_lightPos - surfaceWorldPosition;
}

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shaders/test.frag Normal file
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#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;
out vec4 outColor;
void main() {
outColor = u_color;
}

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shaders/test.vert Normal file
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#version 300 es
in vec2 a_position;
void main() {
// convert the position from pixels to 0.0 to 1.0
vec2 scale = a_position / vec2(255.0, 255.0);
vec2 remap = scale * 2.0;
vec2 space = remap - 1.0;
space.y = space.y * 0.85;
gl_Position = vec4(space, 0,1);
}