This commit is contained in:
Jack Ha 2016-12-20 14:00:34 +01:00
parent 61dcaf8811
commit 57cec4ec59

View file

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