WIP OpenGL 4.1 core profile. CURA-3273

This commit is contained in:
Jack Ha 2017-01-31 17:05:00 +01:00
parent aa923321f8
commit e31a695061
4 changed files with 219 additions and 0 deletions

View file

@ -27,6 +27,37 @@ fragment =
gl_FragColor = u_gridColor1; gl_FragColor = u_gridColor1;
} }
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
in highp vec4 a_vertex;
in lowp vec2 a_uvs;
out lowp vec2 v_uvs;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_uvs = a_uvs;
}
fragment41core =
#version 410
uniform lowp vec4 u_gridColor0;
uniform lowp vec4 u_gridColor1;
in lowp vec2 v_uvs;
out vec4 frag_color;
void main()
{
if (mod(floor(v_uvs.x / 10.0) - floor(v_uvs.y / 10.0), 2.0) < 1.0)
frag_color = u_gridColor0;
else
frag_color = u_gridColor1;
}
[defaults] [defaults]
u_gridColor0 = [0.96, 0.96, 0.96, 1.0] u_gridColor0 = [0.96, 0.96, 0.96, 1.0]
u_gridColor1 = [0.8, 0.8, 0.8, 1.0] u_gridColor1 = [0.8, 0.8, 0.8, 1.0]

View file

@ -62,6 +62,73 @@ fragment =
gl_FragColor.a = 1.0; 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 f_vertex;
out highp vec3 f_normal;
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
gl_Position = u_viewProjectionMatrix * world_space_vert;
f_vertex = world_space_vert.xyz;
f_normal = (u_normalMatrix * normalize(a_normal)).xyz;
}
fragment41core =
#version 410
uniform mediump vec4 u_ambientColor;
uniform mediump vec4 u_diffuseColor;
uniform mediump vec4 u_specularColor;
uniform highp vec3 u_lightPosition;
uniform mediump float u_shininess;
uniform highp vec3 u_viewPosition;
uniform lowp float u_overhangAngle;
uniform lowp vec4 u_overhangColor;
in highp vec3 f_vertex;
in highp vec3 f_normal;
out vec4 frag_color;
void main()
{
mediump vec4 finalColor = vec4(0.0);
// Ambient Component
finalColor += u_ambientColor;
highp vec3 normal = normalize(f_normal);
highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
// Diffuse Component
highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
finalColor += (NdotL * u_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 - f_vertex);
highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
finalColor += pow(NdotR, u_shininess) * u_specularColor;
finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
frag_color = finalColor;
frag_color.a = 1.0;
}
[defaults] [defaults]
u_ambientColor = [0.3, 0.3, 0.3, 1.0] u_ambientColor = [0.3, 0.3, 0.3, 1.0]
u_diffuseColor = [1.0, 0.79, 0.14, 1.0] u_diffuseColor = [1.0, 0.79, 0.14, 1.0]

View file

@ -63,6 +63,74 @@ fragment =
gl_FragColor.a = 1.0; 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] [defaults]
u_ambientColor = [0.3, 0.3, 0.3, 1.0] u_ambientColor = [0.3, 0.3, 0.3, 1.0]
u_diffuseColor1 = [1.0, 0.5, 0.5, 1.0] u_diffuseColor1 = [1.0, 0.5, 0.5, 1.0]

View file

@ -48,6 +48,59 @@ fragment =
gl_FragColor.a = u_opacity; gl_FragColor.a = u_opacity;
} }
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_vertex;
out highp vec3 v_normal;
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
gl_Position = u_viewProjectionMatrix * world_space_vert;
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_diffuseColor;
uniform highp vec3 u_lightPosition;
uniform mediump float u_opacity;
in highp vec3 v_vertex;
in highp vec3 v_normal;
out vec4 frag_color;
void main()
{
mediump vec4 finalColor = vec4(0.0);
/* 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 * u_diffuseColor);
frag_color = finalColor;
frag_color.a = u_opacity;
}
[defaults] [defaults]
u_ambientColor = [0.1, 0.1, 0.1, 1.0] u_ambientColor = [0.1, 0.1, 0.1, 1.0]
u_diffuseColor = [0.4, 0.4, 0.4, 1.0] u_diffuseColor = [0.4, 0.4, 0.4, 1.0]