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Review shader exaples to work on web (GLSL 100)
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@ -21,7 +21,7 @@ out vec3 fragNormal;
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void main()
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{
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// Send vertex attributes to fragment shader
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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@ -55,25 +55,21 @@ void main()
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if (lights[i].enabled == 1)
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{
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vec3 light = vec3(0.0);
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if (lights[i].type == LIGHT_DIRECTIONAL) {
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light = -normalize(lights[i].target - lights[i].position);
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}
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if (lights[i].type == LIGHT_POINT) {
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light = normalize(lights[i].position - fragPosition);
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}
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if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
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if (lights[i].type == LIGHT_POINT) light = normalize(lights[i].position - fragPosition);
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float NdotL = max(dot(normal, light), 0.0);
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lightDot += lights[i].color.rgb * NdotL;
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lightDot += lights[i].color.rgb*NdotL;
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float specCo = 0.0;
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if(NdotL > 0.0)
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specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16);//16 =shine
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if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // Shine: 16.0
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specular += specCo;
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}
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}
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finalColor = (texelColor * ((colDiffuse+vec4(specular,1)) * vec4(lightDot, 1.0)));
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finalColor += texelColor * (ambient/10.0);
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finalColor = (texelColor*((colDiffuse + vec4(specular,1))*vec4(lightDot, 1.0)));
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finalColor += texelColor*(ambient/10.0);
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// Gamma correction
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finalColor = pow(finalColor, vec4(1.0/2.2));
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@ -1,32 +0,0 @@
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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out vec4 fragColor;
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out vec3 fragPosition;
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out vec3 fragNormal;
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// NOTE: Add here your custom variables
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void main()
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{
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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fragNormal = normalize(normalMatrix*vertexNormal);
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// Calculate final vertex position
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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@ -69,7 +69,7 @@ void main()
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lightDot += lights[i].color.rgb*NdotL;
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float specCo = 0.0;
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if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16); // 16 refers to shine
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if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
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specular += specCo;
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}
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}
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@ -2,6 +2,7 @@
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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@ -13,9 +14,9 @@ out vec4 finalColor;
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void main()
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{
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vec4 maskColour = texture(mask, fragTexCoord+vec2(sin(-frame/150.0)/10.0,cos(-frame/170.0)/10.0));
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vec4 maskColour = texture(mask, fragTexCoord + vec2(sin(-frame/150.0)/10.0, cos(-frame/170.0)/10.0));
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if (maskColour.r < 0.25) discard;
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vec4 texelColor = texture(texture0, fragTexCoord+vec2(sin(frame/90.0)/8.0,cos(frame/60.0)/8.0));
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vec4 texelColor = texture(texture0, fragTexCoord + vec2(sin(frame/90.0)/8.0, cos(frame/60.0)/8.0));
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finalColor = texelColor * maskColour;
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finalColor = texelColor*maskColour;
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}
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@ -1,21 +0,0 @@
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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void main()
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{
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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// Calculate final vertex position
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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