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/* <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> */
///////////////////////////////////////////////////////////////////////
// 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]
},
}]
}};
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