1 | import { Shader, TextureTable } from "./Render";
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2 |
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3 | import { m2_rotation, TAU, toRad } from "@croquet/worldcore-kernel";
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4 |
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5 |
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6 |
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7 |
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8 |
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9 |
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19 |
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20 |
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21 |
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22 |
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23 |
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24 |
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25 |
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26 | export class BasicShader extends Shader {
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27 | constructor() {
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28 | super();
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29 |
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30 |
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31 |
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32 | const vSource2 = `#version 300 es
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33 | in vec3 aVertex;
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34 | in vec3 aNormal;
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35 | in vec4 aColor;
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36 | in vec2 aCoordinate;
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37 |
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38 | uniform mat4 uMeshToScreenMatrix;
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39 | uniform mat4 uNormalMatrix;
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40 |
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41 | uniform vec3 uAmbientColor;
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42 | uniform vec3 uDirectionalColor;
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43 | uniform vec3 uDirectionalAim;
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44 |
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45 | out lowp vec2 vCoordinate;
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46 | out lowp vec3 vLighting;
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47 |
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48 | void main() {
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49 | lowp vec4 position = uMeshToScreenMatrix * vec4(aVertex,1);
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50 | lowp vec3 normal = normalize((uNormalMatrix * vec4(aNormal,1)).xyz);
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51 | vCoordinate = aCoordinate;
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52 | vLighting = aColor.rgb * (uAmbientColor + uDirectionalColor * dot(normal, uDirectionalAim));
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53 | gl_Position = position;
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54 | }
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55 | `;
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56 |
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57 | const fSource2 = `#version 300 es
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58 | in lowp vec3 vLighting;
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59 | in lowp vec2 vCoordinate;
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60 |
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61 | uniform sampler2D uSampler0;
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62 |
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63 | out lowp vec4 color;
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64 |
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65 | void main() {
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66 | color = vec4(texture(uSampler0, vCoordinate).rgb * vLighting,1);
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67 | }
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68 | `;
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69 |
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70 |
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71 |
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72 | const vSource = `
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73 | attribute vec3 aVertex;
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74 | attribute vec3 aNormal;
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75 | attribute vec4 aColor;
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76 | attribute vec2 aCoordinate;
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77 |
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78 | uniform mat4 uMeshToScreenMatrix;
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79 | uniform mat4 uNormalMatrix;
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80 |
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81 | uniform vec3 uAmbientColor;
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82 | uniform vec3 uDirectionalColor;
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83 | uniform vec3 uDirectionalAim;
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84 |
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85 | varying lowp vec2 vCoordinate;
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86 | varying lowp vec3 vLighting;
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87 |
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88 | void main() {
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89 | lowp vec4 position = uMeshToScreenMatrix * vec4(aVertex,1);
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90 | lowp vec3 normal = normalize((uNormalMatrix * vec4(aNormal,1)).xyz);
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91 | vCoordinate = aCoordinate;
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92 | vLighting = aColor.rgb * (uAmbientColor + uDirectionalColor * dot(normal, uDirectionalAim));
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93 | gl_Position = position;
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94 | }
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95 | `;
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96 |
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97 | const fSource = `
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98 | varying lowp vec3 vLighting;
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99 | varying lowp vec2 vCoordinate;
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100 |
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101 | uniform sampler2D uSampler0;
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102 |
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103 | void main() {
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104 | gl_FragColor = vec4(texture2D(uSampler0, vCoordinate).rgb * vLighting,1);
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105 | }
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106 | `;
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107 |
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108 | this.build(vSource, fSource, vSource2, fSource2);
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109 | }
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110 |
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111 | }
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112 |
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113 |
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114 |
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115 |
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116 |
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117 |
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118 |
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119 |
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120 | export class InstancedShader extends Shader {
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121 | constructor() {
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122 | super();
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123 |
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124 |
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125 |
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126 | const vSource2 = `#version 300 es
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127 | in vec3 aVertex;
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128 | in vec3 aNormal;
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129 | in vec4 aColor;
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130 | in vec2 aCoordinate;
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131 | in mat4 aMeshMatrix;
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132 | in mat4 aNormalMatrix;
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133 |
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134 | uniform mat4 uCameraMatrix;
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135 |
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136 | uniform vec3 uAmbientColor;
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137 | uniform vec3 uDirectionalColor;
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138 | uniform vec3 uDirectionalAim;
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139 |
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140 | out lowp vec2 vCoordinate;
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141 | out lowp vec3 vLighting;
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142 |
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143 | void main() {
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144 | lowp vec4 position = uCameraMatrix * aMeshMatrix * vec4(aVertex,1);
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145 | lowp vec3 normal = normalize((aNormalMatrix * vec4(aNormal,1)).xyz);
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146 | vCoordinate = aCoordinate;
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147 | vLighting = aColor.rgb * (uAmbientColor + uDirectionalColor * dot(normal, uDirectionalAim));
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148 | gl_Position = position;
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149 | }
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150 | `;
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151 |
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152 | const fSource2 = `#version 300 es
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153 | in lowp vec3 vLighting;
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154 | in lowp vec2 vCoordinate;
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155 |
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156 | uniform sampler2D uSampler0;
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157 |
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158 | out lowp vec4 color;
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159 |
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160 | void main() {
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161 | color = vec4(texture(uSampler0, vCoordinate).rgb * vLighting,1);
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162 | }
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163 | `;
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164 |
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165 |
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166 |
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167 | const vSource = `
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168 | attribute vec3 aVertex;
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169 | attribute vec3 aNormal;
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170 | attribute vec4 aColor;
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171 | attribute vec2 aCoordinate;
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172 | attribute mat4 aMeshMatrix;
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173 | attribute mat4 aNormalMatrix;
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174 |
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175 | uniform mat4 uCameraMatrix;
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176 |
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177 | uniform vec3 uAmbientColor;
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178 | uniform vec3 uDirectionalColor;
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179 | uniform vec3 uDirectionalAim;
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180 |
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181 | varying lowp vec2 vCoordinate;
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182 | varying lowp vec3 vLighting;
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183 |
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184 | void main() {
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185 | lowp vec4 position = uCameraMatrix * aMeshMatrix * vec4(aVertex,1);
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186 | lowp vec3 normal = normalize((aNormalMatrix * vec4(aNormal,1)).xyz);
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187 | vCoordinate = aCoordinate;
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188 | vLighting = aColor.rgb * (uAmbientColor + uDirectionalColor * dot(normal, uDirectionalAim));
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189 | gl_Position = position;
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190 | }
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191 | `;
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192 |
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193 | const fSource = `
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194 | varying lowp vec3 vLighting;
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195 | varying lowp vec2 vCoordinate;
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196 |
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197 | uniform sampler2D uSampler0;
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198 |
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199 | void main() {
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200 | gl_FragColor = vec4(texture2D(uSampler0, vCoordinate).rgb * vLighting,1);
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201 | }
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202 | `;
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203 |
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204 | this.build(vSource, fSource, vSource2, fSource2);
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205 | }
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206 |
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207 | }
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208 |
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209 |
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210 |
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211 |
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212 |
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213 |
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214 |
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215 | export class TranslucentShader extends Shader {
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216 | constructor() {
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217 | super();
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218 |
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219 |
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220 |
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221 | const vSource2 = `#version 300 es
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222 | in vec3 aVertex;
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223 | in vec4 aColor;
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224 | in vec2 aCoordinate;
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225 |
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226 | uniform mat4 uMeshToScreenMatrix;
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227 |
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228 | out lowp vec4 vColor;
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229 | out lowp vec2 vCoordinate;
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230 |
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231 | void main() {
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232 | vColor = aColor;
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233 | vCoordinate = aCoordinate;
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234 | gl_Position = uMeshToScreenMatrix * vec4(aVertex,1);
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235 | }
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236 | `;
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237 |
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238 | const fSource2 = `#version 300 es
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239 | in lowp vec4 vColor;
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240 | in lowp vec2 vCoordinate;
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241 |
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242 | uniform sampler2D uSampler0;
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243 |
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244 | out lowp vec4 color;
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245 |
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246 | void main() {
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247 | color = texture(uSampler0, vCoordinate) * vColor;
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248 | }
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249 | `;
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250 |
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251 |
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252 |
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253 | const vSource = `
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254 | attribute vec3 aVertex;
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255 | attribute vec4 aColor;
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256 | attribute vec2 aCoordinate;
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257 |
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258 | uniform mat4 uMeshToScreenMatrix;
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259 |
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260 | varying lowp vec2 vCoordinate;
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261 | varying lowp vec4 vColor;
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262 |
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263 | void main() {
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264 | vColor = aColor;
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265 | vCoordinate = aCoordinate;
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266 | gl_Position = uMeshToScreenMatrix * vec4(aVertex,1);
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267 | }
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268 | `;
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269 |
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270 | const fSource = `
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271 |
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272 | varying lowp vec4 vColor;
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273 | varying lowp vec2 vCoordinate;
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274 |
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275 | uniform sampler2D uSampler0;
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276 |
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277 | void main() {
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278 | gl_FragColor = texture2D(uSampler0, vCoordinate) * vColor;
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279 | }
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280 | `;
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281 |
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282 | this.build(vSource, fSource, vSource2, fSource2);
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283 | }
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284 |
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285 | apply() {
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286 | super.apply();
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287 | this.gl.enable(this.gl.BLEND);
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288 | this.gl.blendFunc(this.gl.ONE, this.gl.ONE_MINUS_SRC_ALPHA);
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289 | this.gl.depthMask(false);
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290 | this.gl.polygonOffset(-1, 0);
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291 | }
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292 |
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293 | }
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294 |
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295 |
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296 |
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297 |
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298 |
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299 |
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300 |
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301 |
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302 | export class DecalShader extends Shader {
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303 | constructor() {
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304 | super();
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305 |
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306 |
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307 |
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308 | const vSource2 = `#version 300 es
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309 | in vec3 aVertex;
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310 | in vec3 aNormal;
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311 | in vec4 aColor;
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312 | in vec2 aCoordinate;
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313 |
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314 | uniform mat4 uMeshToScreenMatrix;
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315 | uniform mat4 uNormalMatrix;
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316 |
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317 | uniform vec3 uAmbientColor;
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318 | uniform vec3 uDirectionalColor;
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319 | uniform vec3 uDirectionalAim;
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320 |
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321 | out lowp vec3 vColor;
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322 | out lowp vec2 vCoordinate;
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323 | out lowp vec3 vLighting;
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324 |
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325 | void main() {
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326 | lowp vec4 position = uMeshToScreenMatrix * vec4(aVertex,1);
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327 | lowp vec3 normal = normalize((uNormalMatrix * vec4(aNormal,1)).xyz);
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328 | vColor = aColor.rgb;
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329 | vCoordinate = aCoordinate;
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330 | vLighting = uAmbientColor + uDirectionalColor * dot(normal, uDirectionalAim);
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331 | gl_Position = position;
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332 | }
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333 | `;
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334 |
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335 | const fSource2 = `#version 300 es
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336 | in lowp vec3 vColor;
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337 | in lowp vec3 vLighting;
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338 | in lowp vec2 vCoordinate;
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339 |
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340 | uniform sampler2D uSampler0;
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341 | uniform sampler2D uSampler1;
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342 |
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343 | out lowp vec4 color;
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344 |
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345 | void main() {
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346 | lowp vec3 t0 = texture(uSampler0, vCoordinate).rgb * vColor;
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347 | lowp vec4 t1 = texture(uSampler1, vCoordinate);
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348 | lowp vec3 tt = ((1.0-t1.a)*t0) + (t1.a*t1.rgb);
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349 | color = vec4(tt * vLighting,1);
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350 | }
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351 | `;
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352 |
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353 |
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354 |
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355 | const vSource = `
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356 | attribute vec3 aVertex;
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357 | attribute vec3 aNormal;
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358 | attribute vec4 aColor;
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359 | attribute vec2 aCoordinate;
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360 |
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361 | uniform mat4 uNormalMatrix;
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362 | uniform mat4 uMeshToScreenMatrix;
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363 |
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364 | uniform vec3 uAmbientColor;
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365 | uniform vec3 uDirectionalColor;
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366 | uniform vec3 uDirectionalAim;
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367 |
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368 | varying lowp vec3 vColor;
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369 | varying lowp vec2 vCoordinate;
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370 | varying lowp vec3 vLighting;
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371 |
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372 | void main() {
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373 | lowp vec4 position = uMeshToScreenMatrix * vec4(aVertex,1);
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374 | lowp vec3 normal = normalize((uNormalMatrix * vec4(aNormal,1)).xyz);
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375 | vColor = aColor.rgb;
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376 | vCoordinate = aCoordinate;
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377 | vLighting = uAmbientColor + uDirectionalColor * dot(normal, uDirectionalAim);
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378 | gl_Position = position;
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379 | }
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380 | `;
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381 |
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382 | const fSource = `
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383 | varying lowp vec3 vColor;
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384 | varying lowp vec3 vLighting;
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385 | varying lowp vec2 vCoordinate;
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386 |
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387 | uniform sampler2D uSampler0;
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388 | uniform sampler2D uSampler1;
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389 |
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390 | void main() {
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391 | lowp vec3 t0 = texture2D(uSampler0, vCoordinate).rgb * vColor;
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392 | lowp vec4 t1 = texture2D(uSampler1, vCoordinate);
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393 | lowp vec3 tt = ((1.0-t1.a)*t0) + (t1.a*t1.rgb);
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394 | gl_FragColor = vec4(tt*vLighting,1);
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395 | }
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396 | `;
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397 |
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398 | this.build(vSource, fSource, vSource2, fSource2);
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399 | }
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400 |
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401 | }
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402 |
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403 |
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404 |
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405 |
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406 |
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407 |
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408 |
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409 | export class InstancedDecalShader extends Shader {
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410 | constructor() {
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411 | super();
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412 |
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413 |
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414 |
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415 | const vSource2 = `#version 300 es
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416 | in vec3 aVertex;
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417 | in vec3 aNormal;
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418 | in vec4 aColor;
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419 | in vec2 aCoordinate;
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420 | in mat4 aMeshMatrix;
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421 | in mat4 aNormalMatrix;
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422 |
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423 | uniform mat4 uCameraMatrix;
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424 |
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425 | uniform vec3 uAmbientColor;
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426 | uniform vec3 uDirectionalColor;
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427 | uniform vec3 uDirectionalAim;
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428 |
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429 | out lowp vec3 vColor;
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430 | out lowp vec2 vCoordinate;
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431 | out lowp vec3 vLighting;
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432 |
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433 | void main() {
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434 | lowp vec4 position = uCameraMatrix * aMeshMatrix * vec4(aVertex,1);
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435 | lowp vec3 normal = normalize((aNormalMatrix * vec4(aNormal,1)).xyz);
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436 | vColor = aColor.rgb;
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437 | vCoordinate = aCoordinate;
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438 | vLighting = uAmbientColor + uDirectionalColor * dot(normal, uDirectionalAim);
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439 | gl_Position = position;
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440 | }
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441 | `;
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442 |
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443 | const fSource2 = `#version 300 es
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444 | in lowp vec3 vColor;
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445 | in lowp vec3 vLighting;
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446 | in lowp vec2 vCoordinate;
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447 |
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448 | uniform sampler2D uSampler0;
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449 | uniform sampler2D uSampler1;
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450 |
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451 | out lowp vec4 color;
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452 |
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453 | void main() {
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454 | lowp vec3 t0 = texture(uSampler0, vCoordinate).rgb * vColor;
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455 | lowp vec4 t1 = texture(uSampler1, vCoordinate);
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456 | lowp vec3 tt = ((1.0-t1.a)*t0) + (t1.a*t1.rgb);
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457 | color = vec4(tt * vLighting,1);
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458 | }
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459 | `;
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460 |
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461 |
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462 |
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463 | const vSource = `
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464 | attribute vec3 aVertex;
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465 | attribute vec3 aNormal;
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466 | attribute vec4 aColor;
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467 | attribute vec2 aCoordinate;
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468 | attribute mat4 aMeshMatrix;
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469 | attribute mat4 aNormalMatrix;
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470 |
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471 | uniform mat4 uCameraMatrix;
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472 |
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473 | uniform vec3 uAmbientColor;
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474 | uniform vec3 uDirectionalColor;
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475 | uniform vec3 uDirectionalAim;
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476 |
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477 | varying lowp vec3 vColor;
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478 | varying lowp vec2 vCoordinate;
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479 | varying lowp vec3 vLighting;
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480 |
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481 | void main() {
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482 | lowp vec4 position = uCameraMatrix * aMeshMatrix * vec4(aVertex,1);
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483 | lowp vec3 normal = normalize((aNormalMatrix * vec4(aNormal,1)).xyz);
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484 | vColor = aColor.rgb;
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485 | vCoordinate = aCoordinate;
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486 | vLighting = uAmbientColor + uDirectionalColor * dot(normal, uDirectionalAim);
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487 | gl_Position = position;
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488 | }
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489 | `;
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490 |
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491 | const fSource = `
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492 | varying lowp vec3 vColor;
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493 | varying lowp vec3 vLighting;
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494 | varying lowp vec2 vCoordinate;
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495 |
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496 | uniform sampler2D uSampler0;
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497 | uniform sampler2D uSampler1;
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498 |
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499 | void main() {
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500 | lowp vec3 t0 = texture2D(uSampler0, vCoordinate).rgb * vColor;
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501 | lowp vec4 t1 = texture2D(uSampler1, vCoordinate);
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502 | lowp vec3 tt = ((1.0-t1.a)*t0) + (t1.a*t1.rgb);
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503 | gl_FragColor = vec4(tt*vLighting,1);
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504 | }
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505 | `;
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506 |
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507 | this.build(vSource, fSource, vSource2, fSource2);
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508 | }
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509 |
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510 | }
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511 |
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512 |
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513 |
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514 |
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515 |
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516 |
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517 |
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518 |
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519 |
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520 | export class GeometryShader extends Shader {
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521 | constructor() {
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522 | super();
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523 |
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524 |
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525 |
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526 | const vSource2 = `#version 300 es
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527 | in vec3 aVertex;
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528 | in vec3 aNormal;
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529 | in vec4 aColor;
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530 | in vec2 aCoordinate;
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531 |
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532 | uniform mat4 uMeshToViewMatrix;
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533 | uniform mat4 uNormalMatrix;
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534 | uniform mat4 uViewNormalMatrix;
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535 | uniform mat4 uProjectionMatrix;
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536 |
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537 | uniform vec3 uAmbientColor;
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538 | uniform vec3 uDirectionalColor;
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539 | uniform vec3 uDirectionalAim;
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540 |
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541 | out lowp vec3 vColor;
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542 | out lowp vec2 vCoordinate;
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543 | out lowp vec3 vLighting;
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544 | out lowp vec3 vNormal;
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545 | out lowp vec3 vPosition;
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546 |
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547 | void main() {
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548 |
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549 | lowp vec4 position = uMeshToViewMatrix * vec4(aVertex,1);
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550 | lowp vec3 normal = normalize((uNormalMatrix * vec4(aNormal,1)).xyz);
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551 |
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552 | vColor = aColor.rgb;
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553 | vCoordinate = aCoordinate;
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554 | vNormal = (uViewNormalMatrix * vec4(normal,1)).xyz;
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555 | vLighting = (uAmbientColor + uDirectionalColor * dot(normal, uDirectionalAim));
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556 | vPosition = position.xyz / position.w;
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557 |
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558 | gl_Position = uProjectionMatrix * position;
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559 | }
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560 | `;
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561 |
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562 | const fSource2 = `#version 300 es
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563 |
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564 | in lowp vec3 vColor;
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565 | in lowp vec2 vCoordinate;
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566 | in lowp vec3 vLighting;
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567 | in lowp vec3 vNormal;
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568 | in lowp vec3 vPosition;
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569 |
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570 | uniform sampler2D uSampler0;
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571 | uniform sampler2D uSampler1;
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572 |
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573 | layout(location = 0) out lowp vec4 color0;
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574 | layout(location = 1) out lowp vec4 color1;
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575 | layout(location = 2) out lowp vec4 color2;
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576 |
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577 | void main() {
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578 | lowp vec3 t0 = texture(uSampler0, vCoordinate).rgb * vColor;
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579 | lowp vec4 t1 = texture(uSampler1, vCoordinate);
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580 | lowp vec3 tt = ((1.0-t1.a)*t0) + (t1.a*t1.rgb);
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581 | color0 = vec4(tt * vLighting,1);
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582 | color1 = vec4(vNormal,1.0);
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583 | color2 = vec4(vPosition,1.0);
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584 | }
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585 | `;
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586 |
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587 |
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588 |
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589 | const vSource = `
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590 | attribute vec3 aVertex;
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591 | attribute vec3 aNormal;
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592 | attribute vec4 aColor;
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593 | attribute vec2 aCoordinate;
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594 |
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595 | uniform mat4 uMeshToViewMatrix;
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596 | uniform mat4 uNormalMatrix;
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597 | uniform mat4 uViewNormalMatrix;
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598 | uniform mat4 uProjectionMatrix;
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599 |
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600 | uniform vec3 uAmbientColor;
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601 | uniform vec3 uDirectionalColor;
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602 | uniform vec3 uDirectionalAim;
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603 |
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604 | varying lowp vec3 vColor;
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605 | varying lowp vec2 vCoordinate;
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606 | varying lowp vec3 vLighting;
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607 | varying lowp vec3 vNormal;
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608 | varying lowp vec3 vPosition;
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609 |
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610 | void main() {
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611 | lowp vec4 position = uMeshToViewMatrix * vec4(aVertex,1);
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612 | lowp vec3 normal = normalize((uNormalMatrix * vec4(aNormal,1)).xyz);
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613 |
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614 | vColor = aColor.rgb;
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615 | vCoordinate = aCoordinate;
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616 | vNormal = (uViewNormalMatrix * vec4(normal,1)).xyz;
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617 | vLighting = (uAmbientColor + uDirectionalColor * dot(normal, uDirectionalAim));
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618 | vPosition = position.xyz / position.w;
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619 |
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620 | gl_Position = uProjectionMatrix * position;
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621 | }
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622 | `;
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623 |
|
624 | const fSource = `
|
625 | #extension GL_EXT_draw_buffers : require
|
626 |
|
627 | varying lowp vec3 vColor;
|
628 | varying lowp vec2 vCoordinate;
|
629 | varying lowp vec3 vLighting;
|
630 | varying lowp vec3 vNormal;
|
631 | varying lowp vec3 vPosition;
|
632 |
|
633 | uniform sampler2D uSampler0;
|
634 | uniform sampler2D uSampler1;
|
635 |
|
636 | void main() {
|
637 | lowp vec3 t0 = texture2D(uSampler0, vCoordinate).rgb * vColor;
|
638 | lowp vec4 t1 = texture2D(uSampler1, vCoordinate);
|
639 | lowp vec3 tt = ((1.0-t1.a)*t0) + (t1.a*t1.rgb);
|
640 | gl_FragData[0] = vec4(tt * vLighting,1);
|
641 | gl_FragData[1] = vec4(vNormal,1.0);
|
642 | gl_FragData[2] = vec4(vPosition,1.0);
|
643 | }
|
644 | `;
|
645 |
|
646 | this.build(vSource, fSource, vSource2, fSource2);
|
647 | }
|
648 |
|
649 | }
|
650 |
|
651 |
|
652 |
|
653 |
|
654 |
|
655 |
|
656 |
|
657 |
|
658 | export class InstancedGeometryShader extends Shader {
|
659 | constructor() {
|
660 | super();
|
661 |
|
662 |
|
663 |
|
664 | const vSource2 = `#version 300 es
|
665 | in vec3 aVertex;
|
666 | in vec3 aNormal;
|
667 | in vec4 aColor;
|
668 | in vec2 aCoordinate;
|
669 | in mat4 aMeshMatrix;
|
670 | in mat4 aNormalMatrix;
|
671 |
|
672 | uniform mat4 uViewMatrix;
|
673 | uniform mat4 uViewNormalMatrix;
|
674 | uniform mat4 uProjectionMatrix;
|
675 |
|
676 | uniform vec3 uAmbientColor;
|
677 | uniform vec3 uDirectionalColor;
|
678 | uniform vec3 uDirectionalAim;
|
679 |
|
680 | out lowp vec3 vColor;
|
681 | out lowp vec2 vCoordinate;
|
682 | out lowp vec3 vLighting;
|
683 | out lowp vec3 vNormal;
|
684 | out lowp vec3 vPosition;
|
685 |
|
686 | void main() {
|
687 |
|
688 | lowp vec4 position = uViewMatrix * aMeshMatrix * vec4(aVertex,1);
|
689 | lowp vec3 normal = normalize((aNormalMatrix * vec4(aNormal,1)).xyz);
|
690 |
|
691 | vColor = aColor.rgb;
|
692 | vCoordinate = aCoordinate;
|
693 | vNormal = (uViewNormalMatrix * vec4(normal,1)).xyz;
|
694 | vLighting = (uAmbientColor + uDirectionalColor * dot(normal, uDirectionalAim));
|
695 | vPosition = position.xyz / position.w;
|
696 |
|
697 | gl_Position = uProjectionMatrix * position;
|
698 | }
|
699 | `;
|
700 |
|
701 | const fSource2 = `#version 300 es
|
702 |
|
703 | in lowp vec3 vColor;
|
704 | in lowp vec2 vCoordinate;
|
705 | in lowp vec3 vLighting;
|
706 | in lowp vec3 vNormal;
|
707 | in lowp vec3 vPosition;
|
708 |
|
709 | uniform sampler2D uSampler0;
|
710 | uniform sampler2D uSampler1;
|
711 |
|
712 | layout(location = 0) out lowp vec4 color0;
|
713 | layout(location = 1) out lowp vec4 color1;
|
714 | layout(location = 2) out lowp vec4 color2;
|
715 |
|
716 | void main() {
|
717 | lowp vec3 t0 = texture(uSampler0, vCoordinate).rgb * vColor;
|
718 | lowp vec4 t1 = texture(uSampler1, vCoordinate);
|
719 | lowp vec3 tt = ((1.0-t1.a)*t0) + (t1.a*t1.rgb);
|
720 | color0 = vec4(tt * vLighting,1);
|
721 | color1 = vec4(vNormal,1.0);
|
722 | color2 = vec4(vPosition,1.0);
|
723 | }
|
724 | `;
|
725 |
|
726 |
|
727 |
|
728 | const vSource = `
|
729 | attribute vec3 aVertex;
|
730 | attribute vec3 aNormal;
|
731 | attribute vec4 aColor;
|
732 | attribute vec2 aCoordinate;
|
733 | attribute mat4 aMeshMatrix;
|
734 | attribute mat4 aNormalMatrix;
|
735 |
|
736 | uniform mat4 uViewMatrix;
|
737 | uniform mat4 uViewNormalMatrix;
|
738 | uniform mat4 uProjectionMatrix;
|
739 |
|
740 | uniform vec3 uAmbientColor;
|
741 | uniform vec3 uDirectionalColor;
|
742 | uniform vec3 uDirectionalAim;
|
743 |
|
744 | varying lowp vec3 vColor;
|
745 | varying lowp vec2 vCoordinate;
|
746 | varying lowp vec3 vLighting;
|
747 | varying lowp vec3 vNormal;
|
748 | varying lowp vec3 vPosition;
|
749 |
|
750 | void main() {
|
751 | lowp vec4 position = uViewMatrix * aMeshMatrix * vec4(aVertex,1);
|
752 | lowp vec3 normal = normalize((aNormalMatrix * vec4(aNormal,1)).xyz);
|
753 |
|
754 | vColor = aColor.rgb;
|
755 | vCoordinate = aCoordinate;
|
756 | vNormal = (uViewNormalMatrix * vec4(normal,1)).xyz;
|
757 | vLighting = (uAmbientColor + uDirectionalColor * dot(normal, uDirectionalAim));
|
758 | vPosition = position.xyz / position.w;
|
759 |
|
760 | gl_Position = uProjectionMatrix * position;
|
761 | }
|
762 | `;
|
763 |
|
764 | const fSource = `
|
765 | #extension GL_EXT_draw_buffers : require
|
766 |
|
767 | varying lowp vec3 vColor;
|
768 | varying lowp vec2 vCoordinate;
|
769 | varying lowp vec3 vLighting;
|
770 | varying lowp vec3 vNormal;
|
771 | varying lowp vec3 vPosition;
|
772 |
|
773 | uniform sampler2D uSampler0;
|
774 | uniform sampler2D uSampler1;
|
775 |
|
776 | void main() {
|
777 | lowp vec3 t0 = texture2D(uSampler0, vCoordinate).rgb * vColor;
|
778 | lowp vec4 t1 = texture2D(uSampler1, vCoordinate);
|
779 | lowp vec3 tt = ((1.0-t1.a)*t0) + (t1.a*t1.rgb);
|
780 | gl_FragData[0] = vec4(tt * vLighting,1);
|
781 | gl_FragData[1] = vec4(vNormal,1.0);
|
782 | gl_FragData[2] = vec4(vPosition,1.0);
|
783 | }
|
784 | `;
|
785 |
|
786 | this.build(vSource, fSource, vSource2, fSource2);
|
787 | }
|
788 |
|
789 | }
|
790 |
|
791 |
|
792 |
|
793 |
|
794 |
|
795 |
|
796 |
|
797 |
|
798 | export class TranslucentGeometryShader extends Shader {
|
799 | constructor() {
|
800 | super();
|
801 |
|
802 |
|
803 |
|
804 | const vSource2 = `#version 300 es
|
805 | in vec3 aVertex;
|
806 | in vec4 aColor;
|
807 | in vec2 aCoordinate;
|
808 |
|
809 | uniform mat4 uMeshToScreenMatrix;
|
810 |
|
811 | out lowp vec4 vColor;
|
812 | out lowp vec2 vCoordinate;
|
813 |
|
814 | void main() {
|
815 | vColor = aColor;
|
816 | vCoordinate = aCoordinate;
|
817 | gl_Position = uMeshToScreenMatrix * vec4(aVertex,1);
|
818 | }
|
819 | `;
|
820 |
|
821 | const fSource2 = `#version 300 es
|
822 | in lowp vec4 vColor;
|
823 | in lowp vec2 vCoordinate;
|
824 |
|
825 | uniform sampler2D uSampler0;
|
826 |
|
827 | layout(location = 0) out lowp vec4 color0;
|
828 | layout(location = 1) out lowp vec4 color1;
|
829 | layout(location = 2) out lowp vec4 color2;
|
830 |
|
831 | void main() {
|
832 | color0 = texture(uSampler0, vCoordinate) * vColor;
|
833 | color1 = color1;
|
834 | color2 = color2;
|
835 | }
|
836 | `;
|
837 |
|
838 |
|
839 |
|
840 | const vSource = `
|
841 | attribute vec3 aVertex;
|
842 | attribute vec4 aColor;
|
843 | attribute vec2 aCoordinate;
|
844 |
|
845 | uniform mat4 uMeshToScreenMatrix;
|
846 |
|
847 | varying lowp vec2 vCoordinate;
|
848 | varying lowp vec4 vColor;
|
849 |
|
850 | void main() {
|
851 | vColor = aColor;
|
852 | vCoordinate = aCoordinate;
|
853 | gl_Position = uMeshToScreenMatrix * vec4(aVertex,1);
|
854 | }
|
855 | `;
|
856 |
|
857 | const fSource = `
|
858 | #extension GL_EXT_draw_buffers : require
|
859 | varying lowp vec4 vColor;
|
860 | varying lowp vec2 vCoordinate;
|
861 |
|
862 | uniform sampler2D uSampler0;
|
863 |
|
864 | void main() {
|
865 | gl_FragData[0] = texture2D(uSampler0, vCoordinate) * vColor;
|
866 | gl_FragData[1] = gl_FragData[1];
|
867 | gl_FragData[2] = gl_FragData[2];
|
868 | }
|
869 | `;
|
870 |
|
871 | this.build(vSource, fSource, vSource2, fSource2);
|
872 | }
|
873 |
|
874 | apply() {
|
875 | super.apply();
|
876 | this.gl.enable(this.gl.BLEND);
|
877 |
|
878 | this.gl.blendFunc(this.gl.ONE, this.gl.ONE_MINUS_SRC_ALPHA);
|
879 |
|
880 |
|
881 | this.gl.depthMask(false);
|
882 | this.gl.polygonOffset(-1, 0);
|
883 | }
|
884 |
|
885 | }
|
886 |
|
887 |
|
888 |
|
889 |
|
890 |
|
891 |
|
892 |
|
893 | export class PassthruShader extends Shader {
|
894 | constructor() {
|
895 | super();
|
896 |
|
897 |
|
898 |
|
899 | const vSource2 = `#version 300 es
|
900 | in vec3 aVertex;
|
901 |
|
902 | out lowp vec2 vCoordinate;
|
903 |
|
904 | void main() {
|
905 | gl_Position = vec4(aVertex.xy, 0.0, 1.0);
|
906 | vCoordinate = (aVertex.xy + vec2(1.0)) / 2.0;
|
907 | }
|
908 | `;
|
909 |
|
910 | const fSource2 = `#version 300 es
|
911 | in lowp vec2 vCoordinate;
|
912 |
|
913 | uniform sampler2D uSampler0;
|
914 |
|
915 | out lowp vec4 color;
|
916 |
|
917 | void main() {
|
918 | color = texture(uSampler0, vCoordinate);
|
919 | }
|
920 | `;
|
921 |
|
922 |
|
923 |
|
924 | const vSource = `
|
925 | attribute vec3 aVertex;
|
926 |
|
927 | varying lowp vec2 vCoordinate;
|
928 |
|
929 | void main() {
|
930 | gl_Position = vec4(aVertex.xy, 0.0, 1.0);
|
931 | vCoordinate = (aVertex.xy + vec2(1.0)) / 2.0;
|
932 | }
|
933 | `;
|
934 |
|
935 | const fSource = `
|
936 | varying lowp vec2 vCoordinate;
|
937 |
|
938 | uniform sampler2D uSampler0;
|
939 |
|
940 | void main() {
|
941 | gl_FragColor = texture2D(uSampler0, vCoordinate);
|
942 | }
|
943 | `;
|
944 |
|
945 | this.build(vSource, fSource, vSource2, fSource2);
|
946 | }
|
947 |
|
948 | }
|
949 |
|
950 |
|
951 |
|
952 |
|
953 |
|
954 |
|
955 |
|
956 |
|
957 |
|
958 |
|
959 |
|
960 |
|
961 |
|
962 |
|
963 |
|
964 |
|
965 |
|
966 |
|
967 |
|
968 | export class AOShader extends Shader {
|
969 | constructor() {
|
970 | super();
|
971 |
|
972 | this.radius = 1.0;
|
973 | this.count = 16;
|
974 | this.fov = toRad(60);
|
975 | this.density = 1.0;
|
976 | this.falloff = 1.0;
|
977 | this.bias = 0.001;
|
978 | this.epsilon = 0.0001;
|
979 |
|
980 | this.generateNoise();
|
981 |
|
982 |
|
983 |
|
984 | const vSource2 = `#version 300 es
|
985 |
|
986 | in vec3 aVertex;
|
987 |
|
988 | out lowp vec2 vCoordinate;
|
989 |
|
990 | void main() {
|
991 | gl_Position = vec4(aVertex.xy, 0.0, 1.0);
|
992 | vCoordinate = (aVertex.xy + vec2(1.0, 1.0)) / 2.0;
|
993 | }
|
994 | `;
|
995 |
|
996 | const fSource2 = `#version 300 es
|
997 |
|
998 | in lowp vec2 vCoordinate;
|
999 |
|
1000 | uniform sampler2D uSampler0; // Normal
|
1001 | uniform sampler2D uSampler1; // Position
|
1002 | uniform sampler2D uSampler2; // Noise
|
1003 |
|
1004 | uniform highp vec2 uKernel[64];
|
1005 | uniform int uKernelSize;
|
1006 | uniform highp float uDensity;
|
1007 | uniform highp float uFalloff;
|
1008 | uniform highp float uBias;
|
1009 | uniform highp float uEpsilon;
|
1010 | uniform highp float uTextureWidth0;
|
1011 | uniform highp float uTextureHeight0;
|
1012 | uniform highp float uTextureWidth2;
|
1013 | uniform highp float uTextureHeight2;
|
1014 |
|
1015 | out highp vec4 color;
|
1016 |
|
1017 | void main() {
|
1018 |
|
1019 | highp vec3 normal = texture(uSampler0, vCoordinate).xyz;
|
1020 | highp vec3 centerXYZ = texture(uSampler1, vCoordinate).xyz;
|
1021 |
|
1022 | highp vec2 lookup = vec2(vCoordinate.x*(uTextureWidth0-1.0)/uTextureWidth2, vCoordinate.y*(uTextureHeight0-1.0)/uTextureHeight2);
|
1023 | highp vec4 raw = texture(uSampler2, lookup);
|
1024 | highp mat2 noise = mat2(raw.r, raw.g, raw.b, raw.a);
|
1025 |
|
1026 | highp float sum = 0.0;
|
1027 | for (int i = 0; i < 64; i++) {
|
1028 | if (i == uKernelSize) break;
|
1029 | highp vec2 s = vCoordinate + ((uKernel[i]*noise) / -centerXYZ.z);
|
1030 | highp vec3 sampleXYZ = texture(uSampler1, s).xyz;
|
1031 | highp vec3 sampleVector = centerXYZ - sampleXYZ;
|
1032 | highp float normalDot = max(0.0, dot(sampleVector, normal) + centerXYZ.z * uBias);
|
1033 | highp float vectorDot = dot(sampleVector, sampleVector) + uEpsilon;
|
1034 | sum += (normalDot / vectorDot);
|
1035 | }
|
1036 |
|
1037 | highp float occlusion = uDensity * sum / float(uKernelSize);
|
1038 | highp float ao = pow(max(0.0, 1.0-occlusion), uFalloff);
|
1039 | color = vec4(ao, ao, ao, 1);
|
1040 | }
|
1041 | `;
|
1042 |
|
1043 |
|
1044 |
|
1045 | const vSource = `
|
1046 | attribute vec3 aVertex;
|
1047 |
|
1048 | varying highp vec2 vCoordinate;
|
1049 |
|
1050 | void main() {
|
1051 | gl_Position = vec4(aVertex.xy, 0.0, 1.0);
|
1052 | vCoordinate = (aVertex.xy + vec2(1.0)) / 2.0;
|
1053 | }
|
1054 | `;
|
1055 |
|
1056 | const fSource = `
|
1057 | varying highp vec2 vCoordinate;
|
1058 |
|
1059 | uniform sampler2D uSampler0; // Normal
|
1060 | uniform sampler2D uSampler1; // Position
|
1061 | uniform sampler2D uSampler2; // Noise
|
1062 |
|
1063 | uniform lowp vec2 uKernel[64];
|
1064 | uniform int uKernelSize;
|
1065 | uniform lowp float uDensity;
|
1066 | uniform lowp float uFalloff;
|
1067 | uniform lowp float uBias;
|
1068 | uniform lowp float uEpsilon;
|
1069 | uniform lowp float uTextureWidth0;
|
1070 | uniform lowp float uTextureHeight0;
|
1071 | uniform lowp float uTextureWidth2;
|
1072 | uniform lowp float uTextureHeight2;
|
1073 |
|
1074 | void main() {
|
1075 | lowp vec3 normal = texture2D(uSampler0, vCoordinate).xyz;
|
1076 | lowp vec3 centerXYZ = texture2D(uSampler1, vCoordinate).xyz;
|
1077 |
|
1078 | lowp vec2 lookup = vec2(vCoordinate.x*(uTextureWidth0-1.0)/uTextureWidth2, vCoordinate.y*(uTextureHeight0-1.0)/uTextureHeight2);
|
1079 | lowp vec4 raw = texture2D(uSampler2, lookup);
|
1080 | lowp mat2 noise = mat2(raw.r, raw.g, raw.b, raw.a);
|
1081 |
|
1082 | lowp float sum = 0.0;
|
1083 | for (int i = 0; i < 64; i++) {
|
1084 | if (i == uKernelSize) break;
|
1085 | lowp vec2 sample = vCoordinate + (uKernel[i]*noise) / -centerXYZ.z;
|
1086 | lowp vec3 sampleXYZ = texture2D(uSampler1, sample).xyz;
|
1087 | lowp vec3 sampleVector = centerXYZ - sampleXYZ;
|
1088 | lowp float normalDot = max(0.0, dot(sampleVector, normal) + centerXYZ.z * uBias);
|
1089 | lowp float vectorDot = dot(sampleVector, sampleVector) + uEpsilon;
|
1090 | sum += normalDot / vectorDot;
|
1091 | }
|
1092 | lowp float occlusion = uDensity * sum / float(uKernelSize);
|
1093 | lowp float ao = pow(max(0.0, 1.0-occlusion), uFalloff);
|
1094 |
|
1095 | gl_FragColor = vec4(ao, ao, ao, 1);
|
1096 |
|
1097 | }
|
1098 | `;
|
1099 |
|
1100 | this.build(vSource, fSource, vSource2, fSource2);
|
1101 | }
|
1102 |
|
1103 | destroy() {
|
1104 | super.destroy();
|
1105 | if (this.noise) this.noise.destroy();
|
1106 | }
|
1107 |
|
1108 | apply() {
|
1109 | super.apply();
|
1110 | if (this.noise) this.noise.apply(2);
|
1111 | if (!this.kernel) this.generateKernel();
|
1112 | this.setUniform("uKernel", this.kernel);
|
1113 | this.setUniform("uKernelSize", this.kernel.length);
|
1114 | this.setUniform("uDensity", this.density);
|
1115 | this.setUniform("uFalloff", this.falloff);
|
1116 | this.setUniform("uBias", this.bias);
|
1117 | this.setUniform("uEpsilon", this.epsilon);
|
1118 | }
|
1119 |
|
1120 |
|
1121 |
|
1122 |
|
1123 |
|
1124 | setRadius(radius = 1) {
|
1125 | this.radius = radius;
|
1126 | this.kernel = null;
|
1127 | }
|
1128 |
|
1129 | setCount(count = 16) {
|
1130 | this.count = count;
|
1131 | this.kernel = null;
|
1132 | }
|
1133 |
|
1134 | setFOV(fov = 60) {
|
1135 | this.fov = fov;
|
1136 | this.kernel = null;
|
1137 | }
|
1138 |
|
1139 | generateKernel() {
|
1140 | this.kernel = [];
|
1141 | const r = this.radius / Math.sin(this.fov/2);
|
1142 | for (let i = 0; i < this.count; i++) {
|
1143 | const rho = r*Math.sqrt((i+1)/this.count);
|
1144 | const phi = i * 2.39996322972865332;
|
1145 | this.kernel.push([rho * Math.cos(phi), rho * Math.sin(phi)]);
|
1146 | }
|
1147 | }
|
1148 |
|
1149 |
|
1150 |
|
1151 |
|
1152 | generateNoise() {
|
1153 | const noise = [];
|
1154 |
|
1155 | noise.push(m2_rotation(0 * TAU / 15));
|
1156 | noise.push(m2_rotation(8 * TAU / 15));
|
1157 | noise.push(m2_rotation(2 * TAU / 15));
|
1158 | noise.push(m2_rotation(10 * TAU / 15));
|
1159 |
|
1160 | noise.push(m2_rotation(12 * TAU / 15));
|
1161 | noise.push(m2_rotation(4 * TAU / 15));
|
1162 | noise.push(m2_rotation(14 * TAU / 15));
|
1163 | noise.push(m2_rotation(6 * TAU / 15));
|
1164 |
|
1165 | noise.push(m2_rotation(3 * TAU / 15));
|
1166 | noise.push(m2_rotation(11 * TAU / 15));
|
1167 | noise.push(m2_rotation(1 * TAU / 15));
|
1168 | noise.push(m2_rotation(9 * TAU / 15));
|
1169 |
|
1170 | noise.push(m2_rotation(15 * TAU / 15));
|
1171 | noise.push(m2_rotation(7 * TAU / 15));
|
1172 | noise.push(m2_rotation(13 * TAU / 15));
|
1173 | noise.push(m2_rotation(5 * TAU / 15));
|
1174 |
|
1175 | this.noise = new TextureTable(4, 4, noise);
|
1176 | }
|
1177 |
|
1178 | }
|
1179 |
|
1180 |
|
1181 |
|
1182 |
|
1183 |
|
1184 |
|
1185 |
|
1186 | export class BlendShader extends Shader {
|
1187 | constructor() {
|
1188 | super();
|
1189 |
|
1190 |
|
1191 |
|
1192 | const vSource2 = `#version 300 es
|
1193 |
|
1194 | in vec3 aVertex;
|
1195 |
|
1196 | out lowp vec2 vCoordinate;
|
1197 |
|
1198 | void main() {
|
1199 | gl_Position = vec4(aVertex.xy, 0.0, 1.0);
|
1200 | vCoordinate = (aVertex.xy + vec2(1.0)) / 2.0;
|
1201 | }
|
1202 | `;
|
1203 |
|
1204 | const fSource2 = `#version 300 es
|
1205 |
|
1206 | in lowp vec2 vCoordinate;
|
1207 |
|
1208 | uniform sampler2D uSampler0;
|
1209 | uniform sampler2D uSampler1;
|
1210 |
|
1211 | out lowp vec4 color;
|
1212 |
|
1213 | void main() {
|
1214 | color = texture(uSampler0, vCoordinate) * texture(uSampler1, vCoordinate);
|
1215 | }
|
1216 | `;
|
1217 |
|
1218 |
|
1219 |
|
1220 | const vSource = `
|
1221 | attribute vec3 aVertex;
|
1222 |
|
1223 | varying lowp vec2 vCoordinate;
|
1224 |
|
1225 | void main() {
|
1226 | gl_Position = vec4(aVertex.xy, 0.0, 1.0);
|
1227 | vCoordinate = (aVertex.xy + vec2(1.0)) / 2.0;
|
1228 | }
|
1229 | `;
|
1230 |
|
1231 | const fSource = `
|
1232 | varying highp vec2 vCoordinate;
|
1233 |
|
1234 | uniform sampler2D uSampler0;
|
1235 | uniform sampler2D uSampler1;
|
1236 |
|
1237 | void main() {
|
1238 | gl_FragColor = texture2D(uSampler0, vCoordinate) * texture2D(uSampler1, vCoordinate);
|
1239 | }
|
1240 | `;
|
1241 |
|
1242 | this.build(vSource, fSource, vSource2, fSource2);
|
1243 | }
|
1244 |
|
1245 | }
|