// Copyright (c) 2010 The Chromium OS Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // Adapted from the javascript implementation upon WebGL by kwaters@. #ifndef SHADERSRC_H_INCLUDED #define SHADERSRC_H_INCLUDED static const char *sFlatVertexSource = "attribute highp vec3 pos;\n" "attribute lowp vec4 colorIn;\n" "uniform highp mat4 mvp;\n" "varying lowp vec4 color;\n" "void main() {\n" " color = colorIn;\n" " gl_Position = mvp * vec4(pos.xyz, 1.);\n" "}\n"; static const char *sFlatFragmentSource = "varying lowp vec4 color;\n" "void main() {\n" " gl_FragColor = vec4(color.rgb, 1.0);\n" "}\n"; static const char *sLitVertexSource = "attribute highp vec3 pos;\n" "attribute highp vec3 normal;\n" "attribute lowp vec4 colorIn;\n" "\n" "varying lowp vec4 color;\n" "\n" "uniform highp mat4 mvp;\n" "uniform highp mat3 normalMatrix;\n" "uniform lowp vec4 ambient;\n" "uniform lowp float shininess;\n" "uniform lowp vec3 light_0_direction;\n" "uniform lowp vec4 light_0_diffuse;\n" "uniform lowp vec4 light_0_specular;\n" "uniform lowp vec3 light_1_direction;\n" "uniform lowp vec4 light_1_diffuse;\n" "uniform lowp vec3 light_2_direction;\n" "uniform lowp vec4 light_2_diffuse;\n" "\n" "highp vec3 worldNormal;\n" "\n" "lowp vec4 SpecularLight(highp vec3 direction,\n" " lowp vec4 diffuseColor,\n" " lowp vec4 specularColor) {\n" " lowp vec3 lightDir = normalize(direction);\n" " lowp float diffuse = max(0., dot(worldNormal, lightDir));\n" " lowp float specular = 0.;\n" " if (diffuse > 0.) {\n" " highp vec3 halfv = normalize(lightDir + vec3(0., 0., 1.));\n" " specular = pow(max(0., dot(halfv, worldNormal)), shininess);\n" " }\n" " return diffuse * diffuseColor * colorIn + specular * specularColor;\n" "}\n" "\n" "lowp vec4 DiffuseLight(highp vec3 direction, lowp vec4 diffuseColor) {\n" " highp vec3 lightDir = normalize(direction);\n" " lowp float diffuse = max(0., dot(worldNormal, lightDir));\n" " return diffuse * diffuseColor * colorIn;\n" "}\n" "\n" "void main() {\n" " worldNormal = normalize(normalMatrix * normal);\n" "\n" " gl_Position = mvp * vec4(pos, 1.);\n" "\n" " color = ambient * colorIn;\n" " color += SpecularLight(light_0_direction, light_0_diffuse,\n" " light_0_specular);\n" " color += DiffuseLight(light_1_direction, light_1_diffuse);\n" " color += DiffuseLight(light_2_direction, light_2_diffuse);\n" "}\n"; static const char *sFadeVertexSource = "attribute highp vec2 pos;\n" "\n" "varying lowp vec4 color;\n" "\n" "uniform lowp float minFade;\n" "\n" "void main() {\n" " color = vec4(minFade, minFade, minFade, 1.);\n" " gl_Position = vec4(pos, 0., 1.);\n" "}\n"; #endif // SHADERSRC_H_INCLUDED