/* This file contains proprietary software owned by Motorola Mobility, Inc.
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
*/ /////////////////////////////////////////////////////////////////////// // Class GLMaterial // GL representation of a material. /////////////////////////////////////////////////////////////////////// function StitchMaterial() { // initialize the inherited members this.inheritedFrom = GLMaterial; this.inheritedFrom(); /////////////////////////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////////////////////////// this._name = "StitchMaterial"; this._shaderName = "stitch"; /////////////////////////////////////////////////////////////////////// // Property Accessors /////////////////////////////////////////////////////////////////////// this.getShaderName = function() { return this._shaderName; } /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// this.dup = function() { return new StitchMaterial(); } this.init = function() { // set up the material node this._materialNode = createMaterialNode("stitchMaterial") this._materialNode.setDiffuseTexture("stitchStroke"); this._materialNode.setSpecTexture("quilt02_E"); this._materialNode.setNormalTexture("stitchStroke_N"); // set up the shader this._shader = new jshader(); this._shader.def = stitchShaderDef; this._shader.init(); this._materialNode.setShader(this._shader); } } /////////////////////////////////////////////////////////////////////////////////////// // RDGE shaders /* * The main shader for the scene */ var stitchShaderDef = {'shaders': { // this shader is being referenced by file 'defaultVShader':"assets/shaders/quilt_vshader.glsl", 'defaultFShader':"assets/shaders/quilt_fshader.glsl", // this shader is inline 'dirLightVShader': "\ uniform mat4 u_mvMatrix;\ uniform mat4 u_normalMatrix;\ uniform mat4 u_projMatrix;\ uniform mat4 u_worldMatrix;\ attribute vec3 a_pos;\ attribute vec3 a_nrm;\ varying vec3 vNormal;\ varying vec3 vPos;\ void main() {\ vNormal.xyz = (u_normalMatrix*vec4(a_nrm, 0.0)).xyz;\ gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0);\ vPos = (u_worldMatrix * vec4(a_pos,1.0)).xyz;\ }", 'dirLightFShader': "\ precision highp float;\ uniform vec4 u_light1Diff;\ uniform vec3 u_light1Pos;\ uniform vec4 u_light2Diff;\ uniform vec3 u_light2Pos;\ varying vec3 vNormal;\ varying vec3 vPos;\ void main() {\ vec3 light1 = vec3(u_light1Pos.x - vPos.x, u_light1Pos.y - vPos.y, u_light1Pos.z - vPos.z);\ vec3 light2 = vec3(u_light2Pos.x - vPos.x, u_light2Pos.y - vPos.y, u_light2Pos.z - vPos.z);\ float t = 0.75;\ float range = t*t;\ float alpha1 = max(0.0, 1.0 - ( (light1.x*light1.x)/range + (light1.y*light1.y)/range + (light1.z*light1.z)/range));\ float alpha2 = max(0.0, 1.0 - ( (light2.x*light2.x)/range + (light2.y*light2.y)/range + (light2.z*light2.z)/range));\ gl_FragColor = vec4((u_light2Diff*alpha2 + u_light1Diff*alpha1).rgb, 1.0);\ }", }, 'techniques': { 'default':[{ 'vshader' : 'defaultVShader', 'fshader' : 'defaultFShader', // attributes 'attributes' : { 'vert' : { 'type' : 'vec3' }, 'normal' : { 'type' : 'vec3' }, 'texcoord' : { 'type' : 'vec2' }, }, // parameters 'params' : { //'u_light0Diff' : { 'type' : 'vec4' }, //'u_matDiffuse' : { 'type' : 'vec4' } }, // render states 'states' : { 'depthEnable' : true, 'offset':[1.0, 0.1] }, }] }};