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61dcaf8811
commit
57cec4ec59
1 changed files with 21 additions and 11 deletions
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@ -51,22 +51,31 @@ geometry =
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vec3 g_offset;
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delta = vec4(gl_in[1].gl_Position.xy, 0.0, 0.0) - vec4(gl_in[0].gl_Position.xy, 0.0, 0.0);
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g_normal = normalize(vec3(delta.y, -delta.x, delta.z));
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//g_offset = vec3(3.5, 3.5, 0.0); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0);
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g_offset = normalize(vec3(g_normal.x, g_normal.y, 0)); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0);
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f_vertex = v_vertex[0];
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if (length(delta) > 0.1) {
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g_normal = normalize(vec3(delta.y, -delta.x, delta.z));
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g_offset = vec3(g_normal.xy, 0); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0);
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} else {
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g_normal = vec3(delta.y, -delta.x, delta.z);
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g_offset = vec3(0.0, 0.0, 0.0);
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}
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//g_offset = vec3(3.5, 3.5, 0.0); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0);
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//g_normal = normalize(vec3(delta.y, -delta.x, delta.z));
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f_vertex = v_vertex[0];
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f_normal = v_normal[0];
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f_color = v_color[0];
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gl_Position = gl_in[0].gl_Position + g_offset;
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EmitVertex();
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f_vertex = v_vertex[0];
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f_normal = -v_normal[0];
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f_color = v_color[0];
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gl_Position = gl_in[0].gl_Position - g_offset;
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EmitVertex();
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f_normal = v_normal[0];
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f_vertex = v_vertex[1];
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f_normal = v_normal[1];
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f_color = v_color[1];
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gl_Position = gl_in[1].gl_Position + g_offset;
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EmitVertex();
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@ -74,18 +83,19 @@ geometry =
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EndPrimitive();
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f_vertex = v_vertex[1];
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f_vertex = v_vertex[0];
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f_normal = -v_normal[0];
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f_color = v_color[0];
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gl_Position = gl_in[0].gl_Position - g_offset;
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EmitVertex();
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f_vertex = v_vertex[1];
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f_normal = v_normal[0];
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f_color = v_color[1];
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gl_Position = gl_in[1].gl_Position + g_offset;
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EmitVertex();
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f_vertex = v_vertex[1];
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f_normal = -v_normal[0];
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f_color = v_color[1];
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gl_Position = gl_in[1].gl_Position - g_offset;
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@ -101,7 +111,7 @@ fragment =
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varying lowp vec3 f_vertex;
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uniform mediump vec4 u_diffuseColor;
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//uniform highp vec3 u_lightPosition;
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uniform highp vec3 u_lightPosition;
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void main()
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{
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@ -110,10 +120,10 @@ fragment =
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finalColor += f_color;
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highp vec3 normal = normalize(f_normal);
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highp vec3 lightDir = normalize(vec3(0.0, 100.0, -50.0) - f_vertex);
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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(abs(dot(normal, lightDir)), 0.0, 1.0);
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highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
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finalColor += (NdotL * u_diffuseColor);
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finalColor.a = 1.0;
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@ -127,13 +137,13 @@ fragment =
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u_active_extruder = 0.0
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u_shade_factor = 0.60
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u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
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# u_lightPosition = light_0_position
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[bindings]
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u_modelViewProjectionMatrix = model_view_projection_matrix
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u_modelMatrix = model_matrix
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u_viewProjectionMatrix = view_projection_matrix
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u_normalMatrix = normal_matrix
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u_lightPosition = light_0_position
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[attributes]
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a_vertex = vertex
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