1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
|
/* <copyright>
This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
</copyright> */
#ifdef GL_ES
precision highp float;
#endif
// attributes
attribute vec3 vert;
attribute vec3 normal;
attribute vec2 texcoord;
// scalar uniforms
uniform float u_limit1;
uniform float u_limit2;
uniform float u_twistAmount;
uniform float u_center;
// texture sampler uniforms
uniform sampler2D u_tex0;
uniform sampler2D u_tex1;
uniform vec4 color;
// matrix uniforms
uniform mat4 u_mvMatrix;
uniform mat4 u_projMatrix;
uniform mat4 u_worldMatrix;
//varying vec4 v_color;
varying float v_zNormal;
varying vec2 v_texcoord;
float GetAngle( float t )
{
float angle= 0.0;
if (t < u_limit2)
{
if (t < u_limit1)
{
angle = u_twistAmount;
}
else
{
angle = (t - u_limit2)/(u_limit1 - u_limit2)*u_twistAmount;
}
}
return angle;
}
void main(void)
{
vec3 pos = vert;
vec2 uv = texcoord;
v_texcoord = texcoord;
//v_color = vec4(texcoord.x, texcoord.y, 0, 1);
v_zNormal = 1.0;
if (uv.x < u_limit2)
{
float angle = GetAngle( uv.x );
float cs = cos(angle), sn = sin(angle);
pos.y -= u_center;
vec3 ctrPt = pos;
float y = pos.y*cs - pos.z*sn + u_center;
pos.z = pos.y*sn + pos.z*cs;
pos.y = y;
// rotate the normal
mat3 rotMat = mat3( vec3( 1.0, 0.0, 0.0 ), vec3( 0.0, cs, sn ), vec3( 0.0, -sn, cs ) );
vec3 pt0 = ctrPt, pt1 = vec3(ctrPt.x, ctrPt.y+1.0, ctrPt.z), pt2 = vec3( ctrPt.x+1.0, ctrPt.y, ctrPt.z);
pt0 = rotMat * pt0; pt1 = rotMat * pt1;
angle = GetAngle(1.0);
cs = cos(angle); sn = sin(angle);
rotMat = mat3( vec3( 1.0, 0.0, 0.0 ), vec3( 0.0, cs, sn ), vec3( 0.0, -sn, cs ) );
pt2 = rotMat * pt2;
pt0.y += u_center; pt1.y += u_center; pt2.y += u_center;
//vec4 nrm = u_projMatrix * u_mvMatrix * vec4( cross(pt1-pt0, pt2-pt0), 1.0 );
vec4 nrm = vec4( cross(pt1-pt0, pt2-pt0), 1.0 );
//v_zNormal = normal.y*sn + normal.z*cs;
v_zNormal = -nrm.z;
}
gl_Position = u_projMatrix * u_mvMatrix * vec4(pos,1.0) ;
}
|