mirror of
https://github.com/greggman/twgl.js.git
synced 2026-01-25 14:57:59 +00:00
101 lines
2.5 KiB
HTML
101 lines
2.5 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf8">
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<title>twgl.js - amd</title>
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<style>
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html, body {
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margin: 0px;
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width: 100%;
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height: 100%;
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overflow: hidden;
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font-family: monospace;
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}
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canvas {
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width: 100%;
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height: 100%;
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}
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#b {
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position: absolute;
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top: 10px;
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width: 100%;
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text-align: center;
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z-index: 2;
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}
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</style>
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</head>
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<body>
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<canvas id="c"></canvas>
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<div id="b"><a href="http://twgljs.org">twgl.js</a> - <a href="http://requirejs.org">amd</a></div>
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</body>
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<script id="vs" type="notjs">
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uniform mat4 u_worldViewProjection;
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uniform vec3 u_lightWorldPos;
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uniform mat4 u_world;
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uniform mat4 u_viewInverse;
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uniform mat4 u_worldInverseTranspose;
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attribute vec4 a_position;
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attribute vec3 a_normal;
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attribute vec2 a_texcoord;
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varying vec4 v_position;
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varying vec2 v_texCoord;
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varying vec3 v_normal;
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varying vec3 v_surfaceToLight;
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varying vec3 v_surfaceToView;
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void main() {
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v_texCoord = a_texcoord;
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v_position = (u_worldViewProjection * a_position);
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v_normal = (u_worldInverseTranspose * vec4(a_normal, 0)).xyz;
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v_surfaceToLight = u_lightWorldPos - (u_world * a_position).xyz;
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v_surfaceToView = (u_viewInverse[3] - (u_world * a_position)).xyz;
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gl_Position = v_position;
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}
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</script>
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<script id="fs" type="notjs">
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precision mediump float;
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varying vec4 v_position;
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varying vec2 v_texCoord;
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varying vec3 v_normal;
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varying vec3 v_surfaceToLight;
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varying vec3 v_surfaceToView;
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uniform vec4 u_lightColor;
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uniform vec4 u_diffuseMult;
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uniform sampler2D u_diffuse;
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uniform vec4 u_specular;
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uniform float u_shininess;
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uniform float u_specularFactor;
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vec4 lit(float l ,float h, float m) {
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return vec4(1.0,
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abs(l),//max(l, 0.0),
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(l > 0.0) ? pow(max(0.0, h), m) : 0.0,
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1.0);
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}
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void main() {
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vec4 diffuseColor = texture2D(u_diffuse, v_texCoord) * u_diffuseMult;
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vec3 a_normal = normalize(v_normal);
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vec3 surfaceToLight = normalize(v_surfaceToLight);
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vec3 surfaceToView = normalize(v_surfaceToView);
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vec3 halfVector = normalize(surfaceToLight + surfaceToView);
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vec4 litR = lit(dot(a_normal, surfaceToLight),
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dot(a_normal, halfVector), u_shininess);
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vec4 outColor = vec4((
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u_lightColor * (diffuseColor * litR.y +
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u_specular * litR.z * u_specularFactor)).rgb,
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diffuseColor.a);
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gl_FragColor = outColor;
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}
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</script>
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<script data-main="js/amd.js" src="/3rdparty/require.js"></script>
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</html>
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