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PhongShader.js
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var phong_vert = `
#ifdef GL_ES
precision highp float;
precision mediump int;
#endif
// attributes, in
attribute vec3 aPosition;
attribute vec3 aNormal;
attribute vec2 aTexCoord;
attribute vec4 aVertexColor;
// attributes, out
varying vec3 var_vertPos;
varying vec4 var_vertCol;
varying vec3 var_vertNormal;
varying vec2 var_vertTexCoord;
// matrices
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
uniform mat3 uNormalMatrix;
void main() {
gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(aPosition, 1.0);
// just passing things through
var_vertPos = aPosition;
var_vertCol = aVertexColor;
var_vertNormal = aNormal;
var_vertTexCoord = aTexCoord;
}
`;
var phong_frag = `
#ifdef GL_ES
precision highp float;
precision mediump int;
#endif
// vertex-data, passing through
varying vec3 var_vertPos;
varying vec4 var_vertCol;
varying vec3 var_vertNormal;
varying vec2 var_vertTexCoord;
// matrices
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
uniform mat3 uNormalMatrix;
struct Ambientlight{
vec3 col;
};
struct DirectLight {
vec3 dir;
vec3 col;
};
struct PointLight {
vec3 pos;
vec3 col;
float rad;
};
struct Material {
vec3 diff;
vec3 spec;
float spec_exp;
};
// lights
uniform Ambientlight ambientlight;
#define NUM_DIRECTLIGHTS 1
uniform DirectLight directlights[NUM_DIRECTLIGHTS];
#define NUM_POINTLIGHTS 5
uniform PointLight pointlights[NUM_POINTLIGHTS];
// materials
uniform Material material;
float smootherstepNORM(float x) {
return x * x * x * (x * (x * 6.0 - 15.0) + 10.0);
}
float smootherstep(float edge0, float edge1, float x) {
x = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
return smootherstepNORM(x);
}
float attenuation(float radius, float dist){
// radius = 1.0 / radius;
// float att = 1.0 / (1.0 + radius*dist + radius*radius*dist*dist);
// return att;
// float att = smootherstep(radius, 0.0, dist);
// att *= att;
// return att;
// float att = clamp(1.0 - dist*dist/(radius*radius), 0.0, 1.0);
// att *= att;
// return att;
// float att = max(1.0 - dist / radius, 0.0);
// att *= att;
// return att;
// return smootherstep(0.0, 1.0, att);
float att = max(1.0 - dist / radius, 0.0);
return smootherstepNORM(att);
}
float getKd(vec3 vertNormal, vec3 lightDir){
return max(dot(-lightDir, vertNormal), 0.0);
}
float getKs(vec3 vertNormal, vec3 lightDir, vec3 vertDir){
lightDir = normalize(reflect(lightDir, vertNormal));
return pow(max(dot(lightDir, vertDir), 0.0), material.spec_exp);
}
void main() {
// camera/eye space
vec3 vertNormal = normalize(uNormalMatrix * var_vertNormal);
vec3 vertPos = (uModelViewMatrix * vec4(var_vertPos, 1)).xyz;
vec3 vertDir = -normalize(vertPos);
// summed up light contributions
vec3 fragcol = vec3(0.0);
float kdView = 1.0;// - sqrt(max(dot(vertNormal, vertDir), 0.0));
// if(!gl_FrontFacing)
{
// ambientlight
{
fragcol += material.diff * ambientlight.col;
}
// directlights
for(int i = 0; i < NUM_DIRECTLIGHTS; i++)
{
DirectLight light = directlights[i];
// light direction
vec3 lightDir = light.dir;
// diffuse, specular
float kd = getKd(vertNormal, lightDir);
float ks = getKs(vertNormal, lightDir, vertDir) * kdView;
fragcol += material.diff * light.col * kd;
fragcol += material.spec * light.col * ks * (1.0 - step(kd, 0.0));
}
// pointlights
for(int i = 0; i < NUM_POINTLIGHTS; i++)
{
PointLight light = pointlights[i];
// light direction
vec3 lightDir = normalize(vertPos - light.pos);
// attenuation/falloff
float lightDist = distance(light.pos, vertPos);
float att = attenuation(light.rad, lightDist);
// diffuse specular
float kd = getKd(vertNormal, lightDir );
float ks = getKs(vertNormal, lightDir, vertDir) * kdView;
fragcol += material.diff * light.col * kd * att;
fragcol += material.spec * light.col * ks * att * (1.0 - step(kd, 0.0));
}
}
fragcol = clamp(fragcol, 0.0, 1.0);
// frag, out
gl_FragColor = vec4(fragcol, 1);
// gamma, 2.2
gl_FragColor.xyz = pow(gl_FragColor.xyz, vec3(1.0/2.2));
gl_FragColor = clamp(gl_FragColor, vec4(0.0), vec4(1.0));
}
`;