WIP
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39 changed files with 1735 additions and 428 deletions
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@ -3,17 +3,17 @@
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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 highp float;
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in vec4 fragNormal;
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in vec3 v_surfaceToLight;
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uniform vec4 u_color;
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uniform vec3 u_light;
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uniform vec3 u_lightPos;
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out vec4 outColor;
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void main() {
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vec3 surfaceToLightDirection = normalize(v_surfaceToLight);
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float light = max(dot(fragNormal.xyz, normalize(v_surfaceToLight).xyz), u_light.x);
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outColor = u_color;
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float light = 1.0;
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//outColor.rgb *= surfaceToLightDirection;
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outColor.rgb *= light;
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}
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@ -1,12 +1,11 @@
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#version 300 es
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in vec4 a_position;
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uniform mat4 u_world;
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uniform mat4 u_matrix;
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uniform vec3 u_lightPos;
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uniform vec3 u_light;
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uniform float u_pointSize;
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out vec4 fragNormal;
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out vec3 v_surfaceToLight;
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void main() {
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@ -14,8 +13,7 @@ void main() {
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vec4 pos = a_position * u_matrix;
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gl_Position = pos;
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gl_PointSize = u_pointSize;
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vec3 surfaceWorldPosition = (u_world * pos).xyz;
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fragNormal = normalize(pos);
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vec3 surfaceWorldPosition = (u_matrix * pos).xyz;
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v_surfaceToLight = u_lightPos - surfaceWorldPosition;
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}
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