Initial import of KREngine
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%404
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objview/Classes/krengine/Shaders/ObjectShader.vsh
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171
objview/Classes/krengine/Shaders/ObjectShader.vsh
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//
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// Shader.vsh
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// gldemo
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//
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// Created by Kearwood Gilbert on 10-09-16.
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// Copyright (c) 2010 Kearwood Software. All rights reserved.
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//
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/*
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// -- Per vertex lighting
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attribute highp vec3 myVertex, myNormal;
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attribute mediump vec2 myUV;
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uniform mediump mat4 myMVPMatrix, myModelView; // mvpmatrix is the result of multiplying the model, view, and projection matrices
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uniform mediump mat3 myModelViewIT;
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uniform mediump vec3 material_ambient, material_diffuse, material_specular;
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varying mediump vec2 texCoord;
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varying mediump vec3 diffuse, specular;
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varying mediump vec3 normal;
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const mediump float shininess = 4.0;
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const mediump float cutoff = 0.975, exp = 100.0;
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const mediump vec3 LightPos = vec3(20.0, 00.0, 10.0);
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const mediump vec3 LightCol = vec3(2.0,2.0,2.0);
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//directional light function //
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// spFlg flag using specular or not.
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// nrml nrml vector in the eye coordinate.
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// ePos vertex position in the eye coordinate.
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void DirectionalLight(in mediump int spFlg, in mediump vec3 nrml, in mediump vec3 ePos){
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// calculate the light direction vector.
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mediump vec3 lightDir = normalize(LightPos);
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// calculate the half vector between eye position and light position.
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mediump vec3 halfV = normalize(-ePos + LightPos);
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// calculate diffuse light intensity.
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mediump float dVP = max(dot(nrml,lightDir), 0.0);
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// calculate approximated specular light base intensity.
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mediump float dHV = max(dot(nrml,halfV),0.0);
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// if the diffuse is not zero and spFlg is On,
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// calculate specular light intensity with shininess,
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// or turn off the specular light.
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mediump float pf;
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if (dVP>.0 && spFlg==1) pf = pow(dHV, shininess);
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else pf = 0.0;
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diffuse += dVP*LightCol;
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specular += pf*LightCol;
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}
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// main function //
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void main(void){
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// transform the normal vector from the model coordinate to the eye coordinate.
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normal = normalize(myModelViewIT * myNormal);
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// calculate the vertex position in the eye coordinate.
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highp vec3 ePos = vec3(myModelView * vec4(myVertex,1.0));
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// initalize light intensity parameter.
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//diffuse = material_ambient;
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diffuse = vec3(0.75);
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specular = vec3(0.0);
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DirectionalLight(1, normal, ePos);
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specular *= material_specular;
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diffuse = diffuse * material_diffuse + material_ambient;
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// Transform position
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gl_Position = myMVPMatrix * vec4(myVertex,1.0);
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// Pass UV co-ordinates
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texCoord = myUV.st;
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}
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*/
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/*
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// -- Per Pixel lighting, test 1 --
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attribute highp vec3 myVertex, myNormal, myTangent;
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attribute mediump vec2 myUV;
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uniform mediump mat4 myMVPMatrix, myModelView; // mvpmatrix is the result of multiplying the model, view, and projection matrices
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uniform mediump mat3 myModelViewIT;
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uniform mediump vec3 material_ambient, material_diffuse, material_specular;
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varying mediump vec2 texCoord;
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varying mediump vec3 normal;
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varying mediump vec3 ePos;
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// main function //
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void main(void){
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// Transform position
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gl_Position = myMVPMatrix * vec4(myVertex,1.0);
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// Pass UV co-ordinates
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texCoord = myUV.st;
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// transform the normal vector from the model coordinate to the eye coordinate.
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normal = normalize(myModelViewIT * myNormal);
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// calculate the vertex position in the eye coordinate.
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ePos = vec3(myModelView * vec4(myVertex,1.0));
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//mat_ambient = material_ambient;
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//mat_diffuse = material_diffuse;
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//mat_specular = material_specular;
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}
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*/
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// -- Per Pixel lighting, test 2 --
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const mediump vec3 LightPos = vec3(40, 20.0, -90.0);
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attribute highp vec3 myVertex, myNormal;
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attribute highp vec3 myTangent;
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attribute mediump vec2 myUV;
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uniform highp mat4 myMVPMatrix, myModelView; // mvpmatrix is the result of multiplying the model, view, and projection matrices
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uniform highp mat3 myModelViewIT;
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uniform lowp vec3 material_ambient, material_diffuse, material_specular;
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varying mediump vec2 texCoord;
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/*
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varying mediump vec3 lightVec;
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varying mediump vec3 halfVec;
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*/
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//varying mediump vec3 eyeVec;
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void main()
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{
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// Transform position
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gl_Position = myMVPMatrix * vec4(myVertex,1.0);
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// Pass UV co-ordinates
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texCoord = myUV.st;
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/*
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// Building the matrix Eye Space -> Tangent Space
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vec3 n = normalize(vec3(myModelView * vec4(myNormal, 1.0)));
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vec3 t = normalize(vec3(myModelView * vec4(myTangent, 1.0)));
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vec3 b = cross(n, t);
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vec3 vertexPosition = vec3(myMVPMatrix * vec4(myVertex, 1.0));
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vec3 lightDir = normalize(LightPos - vertexPosition);
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// transform light and half angle vectors by tangent basis
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vec3 v;
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v.x = dot(lightDir, t);
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v.y = dot(lightDir, b);
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v.z = dot(lightDir, n);
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lightVec = normalize(v);
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// v.x = dot(vertexPosition, t);
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// v.y = dot(vertexPosition, b);
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// v.z = dot(vertexPosition, n);
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// eyeVec = normalize(v);
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vertexPosition = normalize(vertexPosition);
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// Normalize the halfVector to pass it to the fragment shader
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vec3 halfVector = normalize((vertexPosition + lightDir) / 2.0);
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v.x = dot (halfVector, t);
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v.y = dot (halfVector, b);
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v.z = dot (halfVector, n);
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halfVec = normalize (v);
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*/
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}
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