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Tweak convex hull node and transparent object shader
Now we render at least a vague hint at lighting instead of nothing at all.
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6af0f28f32
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2 changed files with 13 additions and 23 deletions
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@ -23,7 +23,7 @@ class ConvexHullNode(SceneNode):
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self._original_parent = parent
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# Color of the drawn convex hull
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self._color = Color(35, 35, 35, 192)
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self._color = Color(0.4, 0.4, 0.4, 1.0)
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# The y-coordinate of the convex hull mesh. Must not be 0, to prevent z-fighting.
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self._mesh_height = 0.1
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@ -1,7 +1,7 @@
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[shaders]
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vertex =
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uniform highp mat4 u_viewProjectionMatrix;
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewProjectionMatrix;
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uniform highp mat4 u_normalMatrix;
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attribute highp vec4 a_vertex;
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@ -10,7 +10,6 @@ vertex =
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varying highp vec3 v_vertex;
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varying highp vec3 v_normal;
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varying highp vec2 v_uvs;
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void main()
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{
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@ -19,56 +18,47 @@ vertex =
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v_vertex = world_space_vert.xyz;
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v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
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v_uvs = a_uvs;
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}
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fragment =
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uniform mediump vec4 u_ambientColor;
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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_viewPosition;
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uniform mediump float u_opacity;
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uniform sampler2D u_texture;
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varying highp vec3 v_vertex;
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varying highp vec3 v_normal;
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varying highp vec2 v_uvs;
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void main()
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{
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// Copied from platform.shader, removed texture
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mediump vec4 final_color = vec4(0.0);
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mediump vec4 finalColor = vec4(0.0);
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/* Ambient Component */
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final_color += u_ambientColor;
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finalColor += u_ambientColor;
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highp vec3 normal = normalize(v_normal);
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highp vec3 light_dir = normalize(u_lightPosition - v_vertex);
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highp vec3 lightDir = normalize(u_lightPosition - v_vertex);
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/* Diffuse Component */
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highp float n_dot_l = clamp(dot(normal, light_dir), 0.0, 1.0);
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final_color += (n_dot_l * u_diffuseColor);
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highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
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finalColor += (NdotL * u_diffuseColor);
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final_color.a = u_opacity;
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gl_FragColor = final_color;
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gl_FragColor = finalColor;
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gl_FragColor.a = u_opacity;
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}
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[defaults]
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u_ambientColor = [0.3, 0.3, 0.3, 1.0]
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u_diffuseColor = [1.0, 1.0, 1.0, 1.0]
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u_ambientColor = [0.1, 0.1, 0.1, 1.0]
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u_diffuseColor = [0.4, 0.4, 0.4, 1.0]
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u_opacity = 0.5
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u_texture = 0
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[bindings]
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u_viewProjectionMatrix = 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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u_viewPosition = camera_position
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[attributes]
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a_vertex = vertex
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a_normal = normal
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a_uvs = uv0
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