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- // File generated by G3NSHADERS. Do not edit.
- // To regenerate this file install 'g3nshaders' and execute:
- // 'go generate' in this folder.
- package shaders
- const include_attributes_source = `//
- // Vertex attributes
- //
- layout(location = 0) in vec3 VertexPosition;
- layout(location = 1) in vec3 VertexNormal;
- layout(location = 2) in vec3 VertexColor;
- layout(location = 3) in vec2 VertexTexcoord;
- layout(location = 4) in float VertexDistance;
- layout(location = 5) in vec4 VertexTexoffsets;
- `
- const include_lights_source = `//
- // Lights uniforms
- //
- // Ambient lights uniforms
- #if AMB_LIGHTS>0
- uniform vec3 AmbientLightColor[AMB_LIGHTS];
- #endif
- // Directional lights uniform array. Each directional light uses 2 elements
- #if DIR_LIGHTS>0
- uniform vec3 DirLight[2*DIR_LIGHTS];
- // Macros to access elements inside the DirectionalLight uniform array
- #define DirLightColor(a) DirLight[2*a]
- #define DirLightPosition(a) DirLight[2*a+1]
- #endif
- // Point lights uniform array. Each point light uses 3 elements
- #if POINT_LIGHTS>0
- uniform vec3 PointLight[3*POINT_LIGHTS];
- // Macros to access elements inside the PointLight uniform array
- #define PointLightColor(a) PointLight[3*a]
- #define PointLightPosition(a) PointLight[3*a+1]
- #define PointLightLinearDecay(a) PointLight[3*a+2].x
- #define PointLightQuadraticDecay(a) PointLight[3*a+2].y
- #endif
- #if SPOT_LIGHTS>0
- // Spot lights uniforms. Each spot light uses 5 elements
- uniform vec3 SpotLight[5*SPOT_LIGHTS];
-
- // Macros to access elements inside the PointLight uniform array
- #define SpotLightColor(a) SpotLight[5*a]
- #define SpotLightPosition(a) SpotLight[5*a+1]
- #define SpotLightDirection(a) SpotLight[5*a+2]
- #define SpotLightAngularDecay(a) SpotLight[5*a+3].x
- #define SpotLightCutoffAngle(a) SpotLight[5*a+3].y
- #define SpotLightLinearDecay(a) SpotLight[5*a+3].z
- #define SpotLightQuadraticDecay(a) SpotLight[5*a+4].x
- #endif
- `
- const include_material_source = `//
- // Material properties uniform
- //
- // Material parameters uniform array
- uniform vec3 Material[6];
- // Macros to access elements inside the Material array
- #define MatAmbientColor Material[0]
- #define MatDiffuseColor Material[1]
- #define MatSpecularColor Material[2]
- #define MatEmissiveColor Material[3]
- #define MatShininess Material[4].x
- #define MatOpacity Material[4].y
- #define MatPointSize Material[4].z
- #define MatPointRotationZ Material[5].x
- #if MAT_TEXTURES > 0
- // Texture unit sampler array
- uniform sampler2D MatTexture[MAT_TEXTURES];
- // Texture parameters (3*vec2 per texture)
- uniform vec2 MatTexinfo[3*MAT_TEXTURES];
- // Macros to access elements inside the MatTexinfo array
- #define MatTexOffset(a) MatTexinfo[(3*a)]
- #define MatTexRepeat(a) MatTexinfo[(3*a)+1]
- #define MatTexFlipY(a) bool(MatTexinfo[(3*a)+2].x)
- #define MatTexVisible(a) bool(MatTexinfo[(3*a)+2].y)
- #endif
- // GLSL 3.30 does not allow indexing texture sampler with non constant values.
- // This macro is used to mix the texture with the specified index with the material color.
- // It should be called for each texture index. It uses two externally defined variables:
- // vec4 texColor
- // vec4 texMixed
- #define MIX_TEXTURE(i) \
- if (MatTexVisible(i)) { \
- texColor = texture(MatTexture[i], FragTexcoord * MatTexRepeat(i) + MatTexOffset(i)); \
- if (i == 0) { \
- texMixed = texColor; \
- } else { \
- texMixed = mix(texMixed, texColor, texColor.a); \
- } \
- }
- `
- const include_phong_model_source = `/***
- phong lighting model
- Parameters:
- position: input vertex position in camera coordinates
- normal: input vertex normal in camera coordinates
- camDir: input camera directions
- matAmbient: input material ambient color
- matDiffuse: input material diffuse color
- ambdiff: output ambient+diffuse color
- spec: output specular color
- Uniforms:
- AmbientLightColor[]
- DiffuseLightColor[]
- DiffuseLightPosition[]
- PointLightColor[]
- PointLightPosition[]
- PointLightLinearDecay[]
- PointLightQuadraticDecay[]
- MatSpecularColor
- MatShininess
- *****/
- void phongModel(vec4 position, vec3 normal, vec3 camDir, vec3 matAmbient, vec3 matDiffuse, out vec3 ambdiff, out vec3 spec) {
- vec3 ambientTotal = vec3(0.0);
- vec3 diffuseTotal = vec3(0.0);
- vec3 specularTotal = vec3(0.0);
- #if AMB_LIGHTS>0
- // Ambient lights
- for (int i = 0; i < AMB_LIGHTS; i++) {
- ambientTotal += AmbientLightColor[i] * matAmbient;
- }
- #endif
- #if DIR_LIGHTS>0
- // Directional lights
- for (int i = 0; i < DIR_LIGHTS; i++) {
- // Diffuse reflection
- // DirLightPosition is the direction of the current light
- vec3 lightDirection = normalize(DirLightPosition(i));
- // Calculates the dot product between the light direction and this vertex normal.
- float dotNormal = max(dot(lightDirection, normal), 0.0);
- diffuseTotal += DirLightColor(i) * matDiffuse * dotNormal;
- // Specular reflection
- // Calculates the light reflection vector
- vec3 ref = reflect(-lightDirection, normal);
- if (dotNormal > 0.0) {
- specularTotal += DirLightColor(i) * MatSpecularColor * pow(max(dot(ref, camDir), 0.0), MatShininess);
- }
- }
- #endif
- #if POINT_LIGHTS>0
- // Point lights
- for (int i = 0; i < POINT_LIGHTS; i++) {
- // Common calculations
- // Calculates the direction and distance from the current vertex to this point light.
- vec3 lightDirection = PointLightPosition(i) - vec3(position);
- float lightDistance = length(lightDirection);
- // Normalizes the lightDirection
- lightDirection = lightDirection / lightDistance;
- // Calculates the attenuation due to the distance of the light
- float attenuation = 1.0 / (1.0 + PointLightLinearDecay(i) * lightDistance +
- PointLightQuadraticDecay(i) * lightDistance * lightDistance);
- // Diffuse reflection
- float dotNormal = max(dot(lightDirection, normal), 0.0);
- diffuseTotal += PointLightColor(i) * matDiffuse * dotNormal * attenuation;
- // Specular reflection
- // Calculates the light reflection vector
- vec3 ref = reflect(-lightDirection, normal);
- if (dotNormal > 0.0) {
- specularTotal += PointLightColor(i) * MatSpecularColor *
- pow(max(dot(ref, camDir), 0.0), MatShininess) * attenuation;
- }
- }
- #endif
- #if SPOT_LIGHTS>0
- for (int i = 0; i < SPOT_LIGHTS; i++) {
- // Calculates the direction and distance from the current vertex to this spot light.
- vec3 lightDirection = SpotLightPosition(i) - vec3(position);
- float lightDistance = length(lightDirection);
- lightDirection = lightDirection / lightDistance;
- // Calculates the attenuation due to the distance of the light
- float attenuation = 1.0 / (1.0 + SpotLightLinearDecay(i) * lightDistance +
- SpotLightQuadraticDecay(i) * lightDistance * lightDistance);
- // Calculates the angle between the vertex direction and spot direction
- // If this angle is greater than the cutoff the spotlight will not contribute
- // to the final color.
- float angle = acos(dot(-lightDirection, SpotLightDirection(i)));
- float cutoff = radians(clamp(SpotLightCutoffAngle(i), 0.0, 90.0));
- if (angle < cutoff) {
- float spotFactor = pow(dot(-lightDirection, SpotLightDirection(i)), SpotLightAngularDecay(i));
- // Diffuse reflection
- float dotNormal = max(dot(lightDirection, normal), 0.0);
- diffuseTotal += SpotLightColor(i) * matDiffuse * dotNormal * attenuation * spotFactor;
- // Specular reflection
- vec3 ref = reflect(-lightDirection, normal);
- if (dotNormal > 0.0) {
- specularTotal += SpotLightColor(i) * MatSpecularColor * pow(max(dot(ref, camDir), 0.0), MatShininess) * attenuation * spotFactor;
- }
- }
- }
- #endif
- // Sets output colors
- ambdiff = ambientTotal + MatEmissiveColor + diffuseTotal;
- spec = specularTotal;
- }
- `
- const basic_fragment_source = `//
- // Fragment Shader template
- //
- in vec3 Color;
- out vec4 FragColor;
- void main() {
- FragColor = vec4(Color, 1.0);
- }
- `
- const basic_vertex_source = `//
- // Vertex shader basic
- //
- #include <attributes>
- // Model uniforms
- uniform mat4 MVP;
- // Final output color for fragment shader
- out vec3 Color;
- void main() {
- Color = VertexColor;
- gl_Position = MVP * vec4(VertexPosition, 1.0);
- }
- `
- const panel_fragment_source = `//
- // Fragment Shader template
- //
- // Texture uniforms
- uniform sampler2D MatTexture;
- uniform vec2 MatTexinfo[3];
- // Macros to access elements inside the MatTexinfo array
- #define MatTexOffset MatTexinfo[0]
- #define MatTexRepeat MatTexinfo[1]
- #define MatTexFlipY bool(MatTexinfo[2].x) // not used
- #define MatTexVisible bool(MatTexinfo[2].y) // not used
- // Inputs from vertex shader
- in vec2 FragTexcoord;
- // Input uniform
- uniform vec4 Panel[8];
- #define Bounds Panel[0] // panel bounds in texture coordinates
- #define Border Panel[1] // panel border in texture coordinates
- #define Padding Panel[2] // panel padding in texture coordinates
- #define Content Panel[3] // panel content area in texture coordinates
- #define BorderColor Panel[4] // panel border color
- #define PaddingColor Panel[5] // panel padding color
- #define ContentColor Panel[6] // panel content color
- #define TextureValid bool(Panel[7].x) // texture valid flag
- // Output
- out vec4 FragColor;
- /***
- * Checks if current fragment texture coordinate is inside the
- * supplied rectangle in texture coordinates:
- * rect[0] - position x [0,1]
- * rect[1] - position y [0,1]
- * rect[2] - width [0,1]
- * rect[3] - height [0,1]
- */
- bool checkRect(vec4 rect) {
- if (FragTexcoord.x < rect[0]) {
- return false;
- }
- if (FragTexcoord.x > rect[0] + rect[2]) {
- return false;
- }
- if (FragTexcoord.y < rect[1]) {
- return false;
- }
- if (FragTexcoord.y > rect[1] + rect[3]) {
- return false;
- }
- return true;
- }
- void main() {
- // Discard fragment outside of received bounds
- // Bounds[0] - xmin
- // Bounds[1] - ymin
- // Bounds[2] - xmax
- // Bounds[3] - ymax
- if (FragTexcoord.x <= Bounds[0] || FragTexcoord.x >= Bounds[2]) {
- discard;
- }
- if (FragTexcoord.y <= Bounds[1] || FragTexcoord.y >= Bounds[3]) {
- discard;
- }
- // Check if fragment is inside content area
- if (checkRect(Content)) {
- // If no texture, the color will be the material color.
- vec4 color = ContentColor;
- if (TextureValid) {
- // Adjust texture coordinates to fit texture inside the content area
- vec2 offset = vec2(-Content[0], -Content[1]);
- vec2 factor = vec2(1/Content[2], 1/Content[3]);
- vec2 texcoord = (FragTexcoord + offset) * factor;
- vec4 texColor = texture(MatTexture, texcoord * MatTexRepeat + MatTexOffset);
- // Mix content color with texture color.
- // Note that doing a simple linear interpolation (e.g. using mix()) is not correct!
- // The right formula can be found here: https://en.wikipedia.org/wiki/Alpha_compositing#Alpha_blending
- // For a more in-depth discussion: http://apoorvaj.io/alpha-compositing-opengl-blending-and-premultiplied-alpha.html#toc4
- // Pre-multiply the content color
- vec4 contentPre = ContentColor;
- contentPre.rgb *= contentPre.a;
- // Pre-multiply the texture color
- vec4 texPre = texColor;
- texPre.rgb *= texPre.a;
- // Combine colors the premultiplied final color
- color = texPre + contentPre * (1 - texPre.a);
- // Un-pre-multiply (pre-divide? :P)
- color.rgb /= color.a;
- }
- FragColor = color;
- return;
- }
- // Checks if fragment is inside paddings area
- if (checkRect(Padding)) {
- FragColor = PaddingColor;
- return;
- }
- // Checks if fragment is inside borders area
- if (checkRect(Border)) {
- FragColor = BorderColor;
- return;
- }
- // Fragment is in margins area (always transparent)
- FragColor = vec4(1,1,1,0);
- }
- `
- const panel_vertex_source = `//
- // Vertex shader panel
- //
- #include <attributes>
- // Model uniforms
- uniform mat4 ModelMatrix;
- // Outputs for fragment shader
- out vec2 FragTexcoord;
- void main() {
- // Always flip texture coordinates
- vec2 texcoord = VertexTexcoord;
- texcoord.y = 1 - texcoord.y;
- FragTexcoord = texcoord;
- // Set position
- vec4 pos = vec4(VertexPosition.xyz, 1);
- gl_Position = ModelMatrix * pos;
- }
- `
- const phong_fragment_source = `//
- // Fragment Shader template
- //
- // Inputs from vertex shader
- in vec4 Position; // Vertex position in camera coordinates.
- in vec3 Normal; // Vertex normal in camera coordinates.
- in vec3 CamDir; // Direction from vertex to camera
- in vec2 FragTexcoord;
- #include <lights>
- #include <material>
- #include <phong_model>
- // Final fragment color
- out vec4 FragColor;
- void main() {
- // Mix material color with textures colors
- vec4 texMixed = vec4(1);
- vec4 texColor;
- #if MAT_TEXTURES==1
- MIX_TEXTURE(0)
- #elif MAT_TEXTURES==2
- MIX_TEXTURE(0)
- MIX_TEXTURE(1)
- #elif MAT_TEXTURES==3
- MIX_TEXTURE(0)
- MIX_TEXTURE(1)
- MIX_TEXTURE(2)
- #endif
- // Combine material with texture colors
- vec4 matDiffuse = vec4(MatDiffuseColor, MatOpacity) * texMixed;
- vec4 matAmbient = vec4(MatAmbientColor, MatOpacity) * texMixed;
- // Inverts the fragment normal if not FrontFacing
- vec3 fragNormal = Normal;
- if (!gl_FrontFacing) {
- fragNormal = -fragNormal;
- }
- // Calculates the Ambient+Diffuse and Specular colors for this fragment using the Phong model.
- vec3 Ambdiff, Spec;
- phongModel(Position, fragNormal, CamDir, vec3(matAmbient), vec3(matDiffuse), Ambdiff, Spec);
- // Final fragment color
- FragColor = min(vec4(Ambdiff + Spec, matDiffuse.a), vec4(1.0));
- }
- `
- const phong_vertex_source = `//
- // Vertex Shader
- //
- #include <attributes>
- // Model uniforms
- uniform mat4 ModelViewMatrix;
- uniform mat3 NormalMatrix;
- uniform mat4 MVP;
- #include <material>
- // Output variables for Fragment shader
- out vec4 Position;
- out vec3 Normal;
- out vec3 CamDir;
- out vec2 FragTexcoord;
- void main() {
- // Transform this vertex position to camera coordinates.
- Position = ModelViewMatrix * vec4(VertexPosition, 1.0);
- // Transform this vertex normal to camera coordinates.
- Normal = normalize(NormalMatrix * VertexNormal);
- // Calculate the direction vector from the vertex to the camera
- // The camera is at 0,0,0
- CamDir = normalize(-Position.xyz);
- // Flips texture coordinate Y if requested.
- vec2 texcoord = VertexTexcoord;
- #if MAT_TEXTURES>0
- if (MatTexFlipY(0)) {
- texcoord.y = 1 - texcoord.y;
- }
- #endif
- FragTexcoord = texcoord;
- gl_Position = MVP * vec4(VertexPosition, 1.0);
- }
- `
- const point_fragment_source = `#include <material>
- // GLSL 3.30 does not allow indexing texture sampler with non constant values.
- // This macro is used to mix the texture with the specified index with the material color.
- // It should be called for each texture index.
- #define MIX_POINT_TEXTURE(i) \
- if (MatTexVisible(i)) { \
- vec2 pt = gl_PointCoord - vec2(0.5); \
- vec4 texColor = texture(MatTexture[i], (Rotation * pt + vec2(0.5)) * MatTexRepeat(i) + MatTexOffset(i)); \
- if (i == 0) { \
- texMixed = texColor; \
- } else { \
- texMixed = mix(texMixed, texColor, texColor.a); \
- } \
- }
- // Inputs from vertex shader
- in vec3 Color;
- flat in mat2 Rotation;
- // Output
- out vec4 FragColor;
- void main() {
- // Mix material color with textures colors
- vec4 texMixed = vec4(1);
- #if MAT_TEXTURES==1
- MIX_POINT_TEXTURE(0)
- #elif MAT_TEXTURES==2
- MIX_POINT_TEXTURE(0)
- MIX_POINT_TEXTURE(1)
- #elif MAT_TEXTURES==3
- MIX_POINT_TEXTURE(0)
- MIX_POINT_TEXTURE(1)
- MIX_POINT_TEXTURE(2)
- #endif
- // Generates final color
- FragColor = min(vec4(Color, MatOpacity) * texMixed, vec4(1));
- }
- `
- const point_vertex_source = `#include <attributes>
- // Model uniforms
- uniform mat4 MVP;
- // Material uniforms
- #include <material>
- // Outputs for fragment shader
- out vec3 Color;
- flat out mat2 Rotation;
- void main() {
- // Rotation matrix for fragment shader
- float rotSin = sin(MatPointRotationZ);
- float rotCos = cos(MatPointRotationZ);
- Rotation = mat2(rotCos, rotSin, - rotSin, rotCos);
- // Sets the vertex position
- vec4 pos = MVP * vec4(VertexPosition, 1.0);
- gl_Position = pos;
- // Sets the size of the rasterized point decreasing with distance
- gl_PointSize = (1.0 - pos.z / pos.w) * MatPointSize;
- // Outputs color
- Color = MatEmissiveColor;
- }
- `
- const sprite_fragment_source = `//
- // Fragment shader for sprite
- //
- #include <material>
- // Inputs from vertex shader
- in vec3 Color;
- in vec2 FragTexcoord;
- // Output
- out vec4 FragColor;
- void main() {
- // Combine all texture colors and opacity
- vec4 texCombined = vec4(1);
- #if MAT_TEXTURES>0
- for (int i = 0; i < {{.MatTexturesMax}}; i++) {
- vec4 texcolor = texture(MatTexture[i], FragTexcoord * MatTexRepeat(i) + MatTexOffset(i));
- if (i == 0) {
- texCombined = texcolor;
- } else {
- texCombined = mix(texCombined, texcolor, texcolor.a);
- }
- }
- #endif
- // Combine material color with texture
- FragColor = min(vec4(Color, MatOpacity) * texCombined, vec4(1));
- }
- `
- const sprite_vertex_source = `//
- // Vertex shader for sprites
- //
- #include <attributes>
- // Input uniforms
- uniform mat4 MVP;
- #include <material>
- // Outputs for fragment shader
- out vec3 Color;
- out vec2 FragTexcoord;
- void main() {
- // Applies transformation to vertex position
- gl_Position = MVP * vec4(VertexPosition, 1.0);
- // Outputs color
- Color = MatDiffuseColor;
- // Flips texture coordinate Y if requested.
- vec2 texcoord = VertexTexcoord;
- #if MAT_TEXTURES>0
- if (MatTexFlipY[0]) {
- texcoord.y = 1 - texcoord.y;
- }
- #endif
- FragTexcoord = texcoord;
- }
- `
- const standard_fragment_source = `//
- // Fragment Shader template
- //
- #include <material>
- // Inputs from Vertex shader
- in vec3 ColorFrontAmbdiff;
- in vec3 ColorFrontSpec;
- in vec3 ColorBackAmbdiff;
- in vec3 ColorBackSpec;
- in vec2 FragTexcoord;
- // Output
- out vec4 FragColor;
- void main() {
- // Mix material color with textures colors
- vec4 texMixed = vec4(1);
- vec4 texColor;
- #if MAT_TEXTURES==1
- MIX_TEXTURE(0)
- #elif MAT_TEXTURES==2
- MIX_TEXTURE(0)
- MIX_TEXTURE(1)
- #elif MAT_TEXTURES==3
- MIX_TEXTURE(0)
- MIX_TEXTURE(1)
- MIX_TEXTURE(2)
- #endif
- vec4 colorAmbDiff;
- vec4 colorSpec;
- if (gl_FrontFacing) {
- colorAmbDiff = vec4(ColorFrontAmbdiff, MatOpacity);
- colorSpec = vec4(ColorFrontSpec, 0);
- } else {
- colorAmbDiff = vec4(ColorBackAmbdiff, MatOpacity);
- colorSpec = vec4(ColorBackSpec, 0);
- }
- FragColor = min(colorAmbDiff * texMixed + colorSpec, vec4(1));
- }
- `
- const standard_vertex_source = `//
- // Vertex shader standard
- //
- #include <attributes>
- // Model uniforms
- uniform mat4 ModelViewMatrix;
- uniform mat3 NormalMatrix;
- uniform mat4 MVP;
- #include <lights>
- #include <material>
- #include <phong_model>
- // Outputs for the fragment shader.
- out vec3 ColorFrontAmbdiff;
- out vec3 ColorFrontSpec;
- out vec3 ColorBackAmbdiff;
- out vec3 ColorBackSpec;
- out vec2 FragTexcoord;
- void main() {
- // Transform this vertex normal to camera coordinates.
- vec3 normal = normalize(NormalMatrix * VertexNormal);
- // Calculate this vertex position in camera coordinates
- vec4 position = ModelViewMatrix * vec4(VertexPosition, 1.0);
- // Calculate the direction vector from the vertex to the camera
- // The camera is at 0,0,0
- vec3 camDir = normalize(-position.xyz);
- // Calculates the vertex Ambient+Diffuse and Specular colors using the Phong model
- // for the front and back
- phongModel(position, normal, camDir, MatAmbientColor, MatDiffuseColor, ColorFrontAmbdiff, ColorFrontSpec);
- phongModel(position, -normal, camDir, MatAmbientColor, MatDiffuseColor, ColorBackAmbdiff, ColorBackSpec);
- vec2 texcoord = VertexTexcoord;
- #if MAT_TEXTURES > 0
- // Flips texture coordinate Y if requested.
- if (MatTexFlipY(0)) {
- texcoord.y = 1 - texcoord.y;
- }
- #endif
- FragTexcoord = texcoord;
- gl_Position = MVP * vec4(VertexPosition, 1.0);
- }
- `
- // Maps include name with its source code
- var includeMap = map[string]string{
- "attributes": include_attributes_source,
- "lights": include_lights_source,
- "material": include_material_source,
- "phong_model": include_phong_model_source,
- }
- // Maps shader name with its source code
- var shaderMap = map[string]string{
- "basic_fragment": basic_fragment_source,
- "basic_vertex": basic_vertex_source,
- "panel_fragment": panel_fragment_source,
- "panel_vertex": panel_vertex_source,
- "phong_fragment": phong_fragment_source,
- "phong_vertex": phong_vertex_source,
- "point_fragment": point_fragment_source,
- "point_vertex": point_vertex_source,
- "sprite_fragment": sprite_fragment_source,
- "sprite_vertex": sprite_vertex_source,
- "standard_fragment": standard_fragment_source,
- "standard_vertex": standard_vertex_source,
- }
- // Maps program name with Proginfo struct with shaders names
- var programMap = map[string]ProgramInfo{
- "basic": {"basic_vertex", "basic_fragment", ""},
- "panel": {"panel_vertex", "panel_fragment", ""},
- "phong": {"phong_vertex", "phong_fragment", ""},
- "point": {"point_vertex", "point_fragment", ""},
- "sprite": {"sprite_vertex", "sprite_fragment", ""},
- "standard": {"standard_vertex", "standard_fragment", ""},
- }
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