Rework website with bulma instead of bootstrap #6

Manually merged
tlater merged 43 commits from tlater/bulma2 into master 2022-08-14 00:26:49 +01:00
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@ -1,11 +1,11 @@
#version 300 es #version 300 es
//VERTEX SHADER // VERTEX SHADER
// //
// Takes vertices of a unit cube, scales them up along Y according to // Takes vertices of a unit cube, scales them up along Y according to
// aHeight, and colors them with basic diffuse shading. // aHeight, and colors them with basic diffuse shading.
#define CLEAR_COLOR vec4(0.0, 0.0, 0.0, 1.0) #define CLEAR_COLOR vec4(0.0, 0.0, 0.0, 1.0)
#define BASE_COLOR vec4(1.0, 1.0, 1.0, 1.0) #define BASE_COLOR vec3(0.6, 0.819607843137, 0.807843137255)
#define AMBIENT_LIGHT vec3(0.3, 0.3, 0.3) #define AMBIENT_LIGHT vec3(0.3, 0.3, 0.3)
#define LIGHT_DIRECTION normalize(vec3(0.85, 0.8, 0.75)) #define LIGHT_DIRECTION normalize(vec3(0.85, 0.8, 0.75))
#define LIGHT_COLOR vec3(1.0, 1.0, 1.0) #define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
@ -44,6 +44,9 @@ void main() {
vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0); vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0);
float directionalLight = float directionalLight =
max(dot(transformedNormal.xyz, LIGHT_DIRECTION), 0.0); max(dot(transformedNormal.xyz, LIGHT_DIRECTION), 0.0);
vColor = vec4(directionalLight * LIGHT_COLOR + AMBIENT_LIGHT, 1.0); vec3 appliedColor =
BASE_COLOR * (directionalLight * LIGHT_COLOR + AMBIENT_LIGHT);
vColor = vec4(appliedColor.rgb, 1.0);
} }
} }