51 lines
1.6 KiB
GLSL
51 lines
1.6 KiB
GLSL
#version 300 es
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// VERTEX SHADER
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//
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// Takes vertices of a unit cube, scales them up along Y according to
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// aHeight, and colors them with basic diffuse shading.
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#define CLEAR_COLOR vec4(0.0588235294118, 0.0588235294118, 0.0588235294118, 1.0)
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#define BASE_COLOR vec3(0.6, 0.819607843137, 0.807843137255)
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#define AMBIENT_LIGHT vec3(0.3, 0.3, 0.3)
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#define LIGHT_DIRECTION normalize(vec3(0.85, 0.8, 0.75))
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#define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
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precision highp float;
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layout(location = 0) in vec4 aVertexPosition;
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layout(location = 1) in vec3 aVertexNormal;
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layout(location = 2) in float aHeight;
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flat out vec4 vColor;
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uniform mat4 uModelViewMatrix;
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uniform mat4 uProjectionMatrix;
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uniform mat4 uNormalMatrix;
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void main() {
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// The X position of each vertex depends on its cube's instance;
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// they should align to the X axis.
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float instanceX =
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float(gl_InstanceID * 2) * abs(aVertexPosition.x) + aVertexPosition.x;
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// To scale the boxes by their frequencies, scale vertex Y by the
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// frequency.
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float vertexY = aVertexPosition.y * aHeight;
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gl_Position = uProjectionMatrix * uModelViewMatrix *
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vec4(instanceX, vertexY, aVertexPosition.zw);
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if (aHeight == 0.0) {
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// Don't render cubes that don't currently have a height
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// (frequency = 0)
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vColor = CLEAR_COLOR;
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} else {
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// Properly shade and color any other cubes
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vec4 transformedNormal = uNormalMatrix * vec4(aVertexNormal, 1.0);
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float directionalLight =
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max(dot(transformedNormal.xyz, LIGHT_DIRECTION), 0.0);
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vec3 appliedColor =
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BASE_COLOR * (directionalLight * LIGHT_COLOR + AMBIENT_LIGHT);
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vColor = vec4(appliedColor.rgb, 1.0);
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}
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}
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