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Got cylinders
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0adb1a4c1c
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47e204038f
1 changed files with 52 additions and 14 deletions
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@ -51,7 +51,7 @@ geometry =
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//uniform highp mat4 u_modelViewProjectionMatrix;
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layout(lines) in;
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layout(triangle_strip, max_vertices = 4) out;
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layout(triangle_strip, max_vertices = 8) out;
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/*layout(std140) uniform Matrices {
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mat4 u_modelViewProjectionMatrix;
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};*/
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@ -73,42 +73,67 @@ geometry =
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//vec4 g_vertex_delta;
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vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
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vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
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vec3 g_vertex_normal_vert;
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vec3 g_vertex_offset_horz;
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vec3 g_vertex_offset_vert;
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vec4 g_vertex_offset_vert;
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float size = 0.5;
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const float size = 0.5;
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//g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
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g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x);
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g_vertex_offset_horz = vec3(0.5, 0.0, 0.0); //size * g_vertex_normal_horz; //size * g_vertex_normal_horz;
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g_vertex_offset_horz = vec4(g_vertex_normal_horz * size, 0.0); //size * g_vertex_normal_horz;
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g_vertex_normal_vert = vec3(0.0, 1.0, 0.0);
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g_vertex_offset_vert = vec3(0.0, 0.5, 0.0); //size * g_vertex_normal_vert;
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//g_vertex_offset_vert = vec3(g_vertex_normal_vert.x * 0.5f, g_vertex_normal_vert.y * 0.5f, g_vertex_normal_vert.z * 0.5f); //size * g_vertex_normal_vert;
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g_vertex_offset_vert = vec4(g_vertex_normal_vert * size, 0.0);
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f_vertex = v_vertex[0];
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f_normal = g_vertex_normal_horz;
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f_color = vec4(g_vertex_normal_horz, 1.0); //v_color[0];
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f_color = v_color[0];
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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f_vertex = v_vertex[1];
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//f_color = v_color[1];
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f_color = v_color[1];
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f_normal = g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
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EmitVertex();
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f_vertex = v_vertex[0];
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//f_color = v_color[0];
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f_color = v_color[0];
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f_normal = g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
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EmitVertex();
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f_vertex = v_vertex[1];
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//f_color = v_color[1];
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f_color = v_color[1];
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f_normal = g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
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EmitVertex();
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f_vertex = v_vertex[0];
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f_normal = -g_vertex_normal_horz;
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f_color = v_color[0];
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
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EmitVertex();
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_normal = -g_vertex_normal_horz;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
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EmitVertex();
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f_vertex = v_vertex[0];
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f_color = v_color[0];
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f_normal = -g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert);
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EmitVertex();
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f_vertex = v_vertex[1];
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f_color = v_color[1];
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f_normal = -g_vertex_normal_vert;
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gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
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EmitVertex();
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EndPrimitive();
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}
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@ -222,6 +247,9 @@ fragment =
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uniform mediump vec4 u_ambientColor;
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uniform mediump vec4 u_diffuseColor;
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//uniform mediump vec4 u_specularColor;
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//uniform mediump float u_shininess;
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uniform highp vec3 u_lightPosition;
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void Impostor(in float sphereRadius, in vec3 cameraSpherePos, in vec2 mapping, out vec3 cameraPos, out vec3 cameraNormal)
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@ -241,18 +269,26 @@ fragment =
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//Impostor(0.2, vec3(0.0, 0.0, 0.0), vec2(0.1, 0.1), cameraPos, cameraNormal);
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//gl_FrontFacing = ..
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mediump vec4 finalColor = vec4(0.0);
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//finalColor += u_ambientColor;
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finalColor = f_color;
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finalColor += u_ambientColor;
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//finalColor = f_color;
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highp vec3 normal = normalize(f_normal);
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//highp vec3 normal = normalize(cameraNormal);
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highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
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// Diffuse Component
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highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
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//finalColor += (NdotL * f_color);
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finalColor += (NdotL * f_color);
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// Specular Component
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// TODO: We should not do specularity for fragments facing away from the light.
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/*highp vec3 reflectedLight = reflect(-lightDir, normal);
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highp vec3 viewVector = normalize(u_viewPosition - f_vertex);
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highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
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finalColor += pow(NdotR, u_shininess) * u_specularColor;*/
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finalColor.a = 1.0;
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gl_FragColor = finalColor;
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@ -264,8 +300,10 @@ fragment =
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[defaults]
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u_active_extruder = 0.0
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u_shade_factor = 0.60
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u_specularColor = [0.4, 0.4, 0.4, 1.0]
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u_ambientColor = [0.3, 0.3, 0.3, 0.3]
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u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
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u_shininess = 20.0
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[bindings]
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u_modelViewProjectionMatrix = model_view_projection_matrix
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