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-rw-r--r--js/helper-classes/RDGE/Materials/FlatMaterial.js41
1 files changed, 22 insertions, 19 deletions
diff --git a/js/helper-classes/RDGE/Materials/FlatMaterial.js b/js/helper-classes/RDGE/Materials/FlatMaterial.js
index f342eef8..3e3ae25e 100644
--- a/js/helper-classes/RDGE/Materials/FlatMaterial.js
+++ b/js/helper-classes/RDGE/Materials/FlatMaterial.js
@@ -50,6 +50,12 @@ function FlatMaterial()
50 // set up the material node 50 // set up the material node
51 this._materialNode = createMaterialNode("flatMaterial"); 51 this._materialNode = createMaterialNode("flatMaterial");
52 this._materialNode.setShader(this._shader); 52 this._materialNode.setShader(this._shader);
53
54 // initialize the taper properties
55// this._shader.colorMe.u_limit1.set( [0.25] );
56// this._shader.colorMe.u_limit2.set( [0.5] );
57// this._shader.colorMe.u_limit3.set( [0.75] );
58// this._shader.colorMe.u_taperAmount.set( [0.5] );
53 } 59 }
54 60
55 61
@@ -102,10 +108,11 @@ function FlatMaterial()
102 var rtnStr = importStr.substr( index ); 108 var rtnStr = importStr.substr( index );
103 return rtnStr; 109 return rtnStr;
104 } 110 }
105}
106 111
107// used to create unique names 112 this.update = function( time )
108var flatMaterialCounter = 0; 113 {
114 }
115}
109 116
110/////////////////////////////////////////////////////////////////////////////////////// 117///////////////////////////////////////////////////////////////////////////////////////
111// RDGE shader 118// RDGE shader
@@ -114,35 +121,31 @@ var flatMaterialCounter = 0;
114flatShaderDef = 121flatShaderDef =
115{ 122{
116 'shaders': { // shader files 123 'shaders': { // shader files
117 'defaultVShader': "\ 124 'defaultVShader':"assets/shaders/Basic.vert.glsl",
118 uniform mat4 u_mvMatrix;\ 125 'defaultFShader':"assets/shaders/Basic.frag.glsl",
119 uniform mat4 u_projMatrix;\
120 attribute vec3 a_pos;\
121 void main() {\
122 gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0);\
123 }",
124 'defaultFShader': "\
125 precision highp float;\
126 uniform vec4 color;\
127 void main() {\
128 gl_FragColor = color;\
129 }",
130 }, 126 },
131 'techniques': { // rendering control 127 'techniques': { // rendering control
132 'colorMe':[ // simple color pass 128 'colorMe':[ // simple color pass
133 { 129 {
134 'vshader' : 'defaultVShader', 130 'vshader' : 'defaultVShader',
135 'fshader' : 'defaultFShader', 131 'fshader' : 'defaultFShader',
136 132
137 // attributes 133 // attributes
138 'attributes' : 134 'attributes' :
139 { 135 {
140 'a_pos' : { 'type' : 'vec3' } // only using position for this shader 136 'vert' : { 'type' : 'vec3' },
137 'normal' : { 'type' : 'vec3' },
138 'texcoord' : { 'type' : 'vec2' },
141 }, 139 },
142 // attributes 140 // attributes
143 'params' : 141 'params' :
144 { 142 {
145 'color' : { 'type' : 'vec4' } 143 'color' : { 'type' : 'vec4' },
144
145 //'u_limit1': { 'type': 'float' },
146 //'u_limit2': { 'type': 'float' },
147 //'u_limit3': { 'type': 'float' },
148 //'u_taperAmount': { 'type': 'float' }
146 }, 149 },
147 }, 150 },
148 ] 151 ]