|
| 1 | +part of chronosgl; |
| 2 | + |
| 3 | +ShaderObject createBasicShader() { |
| 4 | + ShaderObject shaderObject = new ShaderObject(); |
| 5 | + |
| 6 | + // TODO: think about multipying uPMatrix and uMVMatrix in Dart code... |
| 7 | + // or maybe cache the result in a static ? |
| 8 | + |
| 9 | + shaderObject.vertexShader = """ |
| 10 | + precision mediump float; |
| 11 | + attribute vec3 aVertexPosition; |
| 12 | + attribute vec2 aTextureCoord; |
| 13 | + |
| 14 | + uniform mat4 uMVMatrix; |
| 15 | + uniform mat4 uPMatrix; |
| 16 | + |
| 17 | + varying vec2 vTextureCoord; |
| 18 | + |
| 19 | + void main(void) { |
| 20 | + gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); |
| 21 | + vTextureCoord = aTextureCoord; |
| 22 | + } |
| 23 | + """; |
| 24 | + |
| 25 | + shaderObject.fragmentShader = """ |
| 26 | + precision mediump float; |
| 27 | + |
| 28 | + varying vec2 vTextureCoord; |
| 29 | + uniform sampler2D uSampler; |
| 30 | + |
| 31 | + void main(void) { |
| 32 | + gl_FragColor = texture2D(uSampler, vTextureCoord); |
| 33 | + } |
| 34 | + """; |
| 35 | + |
| 36 | + shaderObject.vertexPositionAttribute = "aVertexPosition"; |
| 37 | + shaderObject.textureCoordinatesAttribute = "aTextureCoord"; |
| 38 | + shaderObject.modelViewMatrixUniform = "uMVMatrix"; |
| 39 | + shaderObject.perpectiveMatrixUniform = "uPMatrix"; |
| 40 | + shaderObject.textureSamplerUniform = "uSampler"; |
| 41 | + |
| 42 | + return shaderObject; |
| 43 | +} |
| 44 | + |
| 45 | +ShaderObject createLightShader() { |
| 46 | + ShaderObject shaderObject = new ShaderObject(); |
| 47 | + |
| 48 | + shaderObject.vertexShader = """ |
| 49 | + precision mediump float; |
| 50 | +
|
| 51 | + attribute vec3 aVertexPosition; |
| 52 | + attribute vec3 aNormal; |
| 53 | + |
| 54 | + uniform mat4 uMVMatrix; |
| 55 | + uniform mat4 uPMatrix; |
| 56 | +
|
| 57 | + vec3 lightDir = vec3(1.0,0.0,1.0); |
| 58 | + vec3 ambientColor = vec3(0.0,0.0,0.0); |
| 59 | + vec3 directionalColor = vec3(1.0,1.0,1.0); |
| 60 | +
|
| 61 | + vec3 pointLightLocation = vec3( 40, 0, 100); |
| 62 | + |
| 63 | + varying vec3 vLightWeighting; |
| 64 | + varying vec3 vNormal; |
| 65 | +
|
| 66 | + void main(void) { |
| 67 | + gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); |
| 68 | + vNormal = (uMVMatrix * vec4(aNormal, 0.0)).xyz; |
| 69 | +
|
| 70 | + vec3 lightDir = normalize(pointLightLocation - aVertexPosition.xyz); |
| 71 | +
|
| 72 | + float directionalLightWeighting = max(dot(vNormal, normalize(lightDir)), 0.0); |
| 73 | + vLightWeighting = ambientColor + directionalColor * directionalLightWeighting; |
| 74 | + } |
| 75 | + """; |
| 76 | + |
| 77 | + shaderObject.fragmentShader = """ |
| 78 | + precision mediump float; |
| 79 | + |
| 80 | + varying vec3 vLightWeighting; |
| 81 | + varying vec3 vNormal; |
| 82 | +
|
| 83 | + void main(void) { |
| 84 | + //gl_FragColor = vec4( vNormal * vLightWeighting, 1.0 ); |
| 85 | + gl_FragColor = vec4( vLightWeighting, 1.0 ); |
| 86 | + } |
| 87 | + """; |
| 88 | + |
| 89 | + shaderObject.vertexPositionAttribute = "aVertexPosition"; |
| 90 | + shaderObject.normalAttribute = "aNormal"; |
| 91 | + shaderObject.modelViewMatrixUniform = "uMVMatrix"; |
| 92 | + shaderObject.perpectiveMatrixUniform = "uPMatrix"; |
| 93 | + |
| 94 | + return shaderObject; |
| 95 | +} |
| 96 | + |
| 97 | +ShaderObject createNormal2ColorShader() { |
| 98 | + ShaderObject shaderObject = new ShaderObject(); |
| 99 | + |
| 100 | + shaderObject.vertexShader = """ |
| 101 | + precision mediump float; |
| 102 | +
|
| 103 | + attribute vec3 aVertexPosition; |
| 104 | + attribute vec3 aNormal; |
| 105 | + |
| 106 | + uniform mat4 uMVMatrix; |
| 107 | + uniform mat4 uPMatrix; |
| 108 | + |
| 109 | + varying vec3 vColor; |
| 110 | +
|
| 111 | + void main(void) { |
| 112 | + gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); |
| 113 | + vColor=normalize( aNormal / 2.0 + vec3(0.5) ); |
| 114 | + } |
| 115 | + """; |
| 116 | + |
| 117 | + shaderObject.fragmentShader = """ |
| 118 | + precision mediump float; |
| 119 | + |
| 120 | + varying vec3 vColor; |
| 121 | +
|
| 122 | + void main(void) { |
| 123 | + gl_FragColor = vec4( vColor, 1.0 ); |
| 124 | + } |
| 125 | + """; |
| 126 | + |
| 127 | + shaderObject.vertexPositionAttribute = "aVertexPosition"; |
| 128 | + shaderObject.normalAttribute = "aNormal"; |
| 129 | + shaderObject.modelViewMatrixUniform = "uMVMatrix"; |
| 130 | + shaderObject.perpectiveMatrixUniform = "uPMatrix"; |
| 131 | + |
| 132 | + return shaderObject; |
| 133 | +} |
| 134 | + |
| 135 | +ShaderObject createPointSpritesShader() { |
| 136 | + ShaderObject shaderObject = new ShaderObject(); |
| 137 | + |
| 138 | + shaderObject.vertexShader = """ |
| 139 | + precision mediump float; |
| 140 | + attribute vec3 aVertexPosition; |
| 141 | + |
| 142 | + uniform mat4 uMVMatrix; |
| 143 | + uniform mat4 uPMatrix; |
| 144 | + |
| 145 | + void main(void) { |
| 146 | + gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); |
| 147 | + gl_PointSize = 1000.0/gl_Position.z; |
| 148 | + } |
| 149 | + """; |
| 150 | + |
| 151 | + shaderObject.fragmentShader = """ |
| 152 | + precision mediump float; |
| 153 | +
|
| 154 | + uniform sampler2D uSampler; |
| 155 | + |
| 156 | + void main(void) { |
| 157 | + gl_FragColor = texture2D(uSampler, gl_PointCoord); |
| 158 | + gl_FragColor.a = 0.4; |
| 159 | + } |
| 160 | + """; |
| 161 | + |
| 162 | + shaderObject.vertexPositionAttribute = "aVertexPosition"; |
| 163 | + shaderObject.modelViewMatrixUniform = "uMVMatrix"; |
| 164 | + shaderObject.perpectiveMatrixUniform = "uPMatrix"; |
| 165 | + shaderObject.textureSamplerUniform = "uSampler"; |
| 166 | + return shaderObject; |
| 167 | +} |
| 168 | + |
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