This commit is contained in:
VersusTune 2020-04-07 21:44:46 +02:00
commit d1ae2059f7
39 changed files with 1735 additions and 428 deletions

View file

@ -3,17 +3,17 @@
// 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;
uniform vec4 u_color;
uniform vec3 u_light;
uniform vec3 u_lightPos;
out vec4 outColor;
void main() {
vec3 surfaceToLightDirection = normalize(v_surfaceToLight);
float light = max(dot(fragNormal.xyz, normalize(v_surfaceToLight).xyz), u_light.x);
outColor = u_color;
float light = 1.0;
//outColor.rgb *= surfaceToLightDirection;
outColor.rgb *= light;
}

View file

@ -1,12 +1,11 @@
#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 vec4 fragNormal;
out vec3 v_surfaceToLight;
void main() {
@ -14,8 +13,7 @@ void main() {
vec4 pos = a_position * u_matrix;
gl_Position = pos;
gl_PointSize = u_pointSize;
vec3 surfaceWorldPosition = (u_world * pos).xyz;
fragNormal = normalize(pos);
vec3 surfaceWorldPosition = (u_matrix * pos).xyz;
v_surfaceToLight = u_lightPos - surfaceWorldPosition;
}