Revert "Removed unneeded shader duplication."

USL-32

This breaks the OpenGL shaders on Windows and Mac.
This commit is contained in:
Lipu Fei 2017-06-16 11:47:14 +02:00
parent ade9c296ae
commit 90436c3b69
7 changed files with 427 additions and 0 deletions

View file

@ -63,6 +63,74 @@ fragment =
gl_FragColor.a = 1.0;
}
vertex41core =
#version 410
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewProjectionMatrix;
uniform highp mat4 u_normalMatrix;
in highp vec4 a_vertex;
in highp vec4 a_normal;
in highp vec2 a_uvs;
out highp vec3 v_position;
out highp vec3 v_vertex;
out highp vec3 v_normal;
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
gl_Position = u_viewProjectionMatrix * world_space_vert;
v_position = gl_Position.xyz;
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
}
fragment41core =
#version 410
uniform mediump vec4 u_ambientColor;
uniform mediump vec4 u_diffuseColor1;
uniform mediump vec4 u_diffuseColor2;
uniform mediump vec4 u_specularColor;
uniform highp vec3 u_lightPosition;
uniform mediump float u_shininess;
uniform highp vec3 u_viewPosition;
uniform mediump float u_width;
in highp vec3 v_position;
in highp vec3 v_vertex;
in highp vec3 v_normal;
out vec4 frag_color;
void main()
{
mediump vec4 finalColor = vec4(0.0);
mediump vec4 diffuseColor = (mod((-v_position.x + v_position.y), u_width) < (u_width / 2.)) ? u_diffuseColor1 : u_diffuseColor2;
/* Ambient Component */
finalColor += u_ambientColor;
highp vec3 normal = normalize(v_normal);
highp vec3 lightDir = normalize(u_lightPosition - v_vertex);
/* Diffuse Component */
highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
finalColor += (NdotL * diffuseColor);
/* Specular Component */
/* TODO: We should not do specularity for fragments facing away from the light.*/
highp vec3 reflectedLight = reflect(-lightDir, normal);
highp vec3 viewVector = normalize(u_viewPosition - v_vertex);
highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
finalColor += pow(NdotR, u_shininess) * u_specularColor;
frag_color = finalColor;
frag_color.a = 1.0;
}
[defaults]
u_ambientColor = [0.3, 0.3, 0.3, 1.0]
u_diffuseColor1 = [1.0, 0.5, 0.5, 1.0]