diff options
Diffstat (limited to 'js/lib/rdge/materials/bump-metal-material.js')
-rwxr-xr-x | js/lib/rdge/materials/bump-metal-material.js | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/js/lib/rdge/materials/bump-metal-material.js b/js/lib/rdge/materials/bump-metal-material.js index bcc092f9..fa830d3d 100755 --- a/js/lib/rdge/materials/bump-metal-material.js +++ b/js/lib/rdge/materials/bump-metal-material.js | |||
@@ -100,7 +100,7 @@ var BumpMetalMaterial = function BumpMetalMaterial() { | |||
100 | 100 | ||
101 | /////////////////////////////////////////////////////////////////////////////////////// | 101 | /////////////////////////////////////////////////////////////////////////////////////// |
102 | // RDGE shader | 102 | // RDGE shader |
103 | 103 | ||
104 | // shader spec (can also be loaded from a .JSON file, or constructed at runtime) | 104 | // shader spec (can also be loaded from a .JSON file, or constructed at runtime) |
105 | var bumpMetalMaterialDef = bumpMetalShaderDef = | 105 | var bumpMetalMaterialDef = bumpMetalShaderDef = |
106 | { | 106 | { |
@@ -109,7 +109,7 @@ var bumpMetalMaterialDef = bumpMetalShaderDef = | |||
109 | // this shader is being referenced by file | 109 | // this shader is being referenced by file |
110 | 'defaultVShader':"assets/shaders/test_vshader.glsl", | 110 | 'defaultVShader':"assets/shaders/test_vshader.glsl", |
111 | 'defaultFShader':"assets/shaders/test_fshader.glsl", | 111 | 'defaultFShader':"assets/shaders/test_fshader.glsl", |
112 | 112 | ||
113 | // this shader is inline | 113 | // this shader is inline |
114 | 'dirLightVShader': "\ | 114 | 'dirLightVShader': "\ |
115 | uniform mat4 u_mvMatrix;\ | 115 | uniform mat4 u_mvMatrix;\ |
@@ -124,7 +124,7 @@ var bumpMetalMaterialDef = bumpMetalShaderDef = | |||
124 | vNormal.xyz = (u_normalMatrix*vec4(a_nrm, 0.0)).xyz;\ | 124 | vNormal.xyz = (u_normalMatrix*vec4(a_nrm, 0.0)).xyz;\ |
125 | gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0);\ | 125 | gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0);\ |
126 | vPos = (u_worldMatrix * vec4(a_pos,1.0)).xyz;\ | 126 | vPos = (u_worldMatrix * vec4(a_pos,1.0)).xyz;\ |
127 | }", | 127 | }", |
128 | 'dirLightFShader': "\ | 128 | 'dirLightFShader': "\ |
129 | precision highp float;\ | 129 | precision highp float;\ |
130 | uniform vec4 u_light1Diff;\ | 130 | uniform vec4 u_light1Diff;\ |
@@ -144,7 +144,7 @@ var bumpMetalMaterialDef = bumpMetalShaderDef = | |||
144 | }" | 144 | }" |
145 | }, | 145 | }, |
146 | 'techniques': | 146 | 'techniques': |
147 | { | 147 | { |
148 | 'default': | 148 | 'default': |
149 | [ | 149 | [ |
150 | { | 150 | { |
@@ -158,7 +158,7 @@ var bumpMetalMaterialDef = bumpMetalShaderDef = | |||
158 | 'texcoord' : { 'type' : 'vec2' } | 158 | 'texcoord' : { 'type' : 'vec2' } |
159 | }, | 159 | }, |
160 | // parameters | 160 | // parameters |
161 | 'params' : | 161 | 'params' : |
162 | { | 162 | { |
163 | 'u_light0Diff' : { 'type' : 'vec4' }, | 163 | 'u_light0Diff' : { 'type' : 'vec4' }, |
164 | 'u_colMap': { 'type' : 'tex2d' }, | 164 | 'u_colMap': { 'type' : 'tex2d' }, |
@@ -167,7 +167,7 @@ var bumpMetalMaterialDef = bumpMetalShaderDef = | |||
167 | }, | 167 | }, |
168 | 168 | ||
169 | // render states | 169 | // render states |
170 | 'states' : | 170 | 'states' : |
171 | { | 171 | { |
172 | 'depthEnable' : true, | 172 | 'depthEnable' : true, |
173 | 'offset':[1.0, 0.1] | 173 | 'offset':[1.0, 0.1] |
@@ -183,12 +183,12 @@ var bumpMetalMaterialDef = bumpMetalShaderDef = | |||
183 | 'a_nrm' : { 'type' : 'vec3' } | 183 | 'a_nrm' : { 'type' : 'vec3' } |
184 | }, | 184 | }, |
185 | // parameters | 185 | // parameters |
186 | 'params' : | 186 | 'params' : |
187 | { | 187 | { |
188 | }, | 188 | }, |
189 | 189 | ||
190 | // render states | 190 | // render states |
191 | 'states' : | 191 | 'states' : |
192 | { | 192 | { |
193 | 'depthEnable' : true, | 193 | 'depthEnable' : true, |
194 | "blendEnable" : true, | 194 | "blendEnable" : true, |