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@@ -404,6 +404,7 @@ const standard_vertex_source = `//
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uniform mat4 ModelViewMatrix;
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uniform mat3 NormalMatrix;
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uniform mat4 MVP;
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+<<<<<<< HEAD
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#include <lights>
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#include <material>
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@@ -463,9 +464,39 @@ out vec4 Position;
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out vec3 Normal;
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out vec3 CamDir;
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out vec2 FragTexcoord;
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+=======
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+
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+#include <lights>
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+#include <material>
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+#include <phong_model>
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+
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+
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+// Outputs for the fragment shader.
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+out vec3 ColorFrontAmbdiff;
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+out vec3 ColorFrontSpec;
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+out vec3 ColorBackAmbdiff;
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+out vec3 ColorBackSpec;
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+out vec2 FragTexcoord;
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void main() {
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+ // Transform this vertex normal to camera coordinates.
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+ vec3 normal = normalize(NormalMatrix * VertexNormal);
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+
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+ // Calculate this vertex position in camera coordinates
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+ vec4 position = ModelViewMatrix * vec4(VertexPosition, 1.0);
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+
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+ // Calculate the direction vector from the vertex to the camera
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+ // The camera is at 0,0,0
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+ vec3 camDir = normalize(-position.xyz);
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+>>>>>>> master
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+
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+ // Calculates the vertex Ambient+Diffuse and Specular colors using the Phong model
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+ // for the front and back
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+ phongModel(position, normal, camDir, MatAmbientColor, MatDiffuseColor, ColorFrontAmbdiff, ColorFrontSpec);
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+ phongModel(position, -normal, camDir, MatAmbientColor, MatDiffuseColor, ColorBackAmbdiff, ColorBackSpec);
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+
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+<<<<<<< HEAD
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// Transform this vertex position to camera coordinates.
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Position = ModelViewMatrix * vec4(VertexPosition, 1.0);
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@@ -485,6 +516,17 @@ void main() {
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//#endif
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FragTexcoord = texcoord;
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+=======
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+ vec2 texcoord = VertexTexcoord;
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+#if MAT_TEXTURES > 0
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+ // Flips texture coordinate Y if requested.
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+ if (MatTexFlipY(0)) {
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+ texcoord.y = 1 - texcoord.y;
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+ }
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+#endif
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+ FragTexcoord = texcoord;
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+
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+>>>>>>> master
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gl_Position = MVP * vec4(VertexPosition, 1.0);
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}
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@@ -769,6 +811,7 @@ void main() {
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Color = VertexColor;
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gl_Position = MVP * vec4(VertexPosition, 1.0);
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+<<<<<<< HEAD
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}
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@@ -809,6 +852,8 @@ void main() {
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// Final fragment color
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FragColor = uBaseColor;
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+=======
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+>>>>>>> master
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}
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@@ -832,7 +877,10 @@ var shaderMap = map[string]string{
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"panel_vertex": panel_vertex_source,
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"standard_fragment": standard_fragment_source,
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"standard_vertex": standard_vertex_source,
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+<<<<<<< HEAD
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"physical_vertex": physical_vertex_source,
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+=======
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+>>>>>>> master
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"point_fragment": point_fragment_source,
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"basic_fragment": basic_fragment_source,
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"phong_vertex": phong_vertex_source,
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