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Shaders for Android (GLES 2) (#10506)
Shader support for OpenGL ES 2 devices (Android) Co-authored-by: sfan5 <sfan5@live.de>
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17 changed files with 233 additions and 120 deletions
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@ -1,4 +1,3 @@
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uniform mat4 mWorldViewProj;
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uniform mat4 mWorld;
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uniform vec3 eyePosition;
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@ -7,6 +6,8 @@ uniform float animationTimer;
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varying vec3 vNormal;
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varying vec3 vPosition;
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varying vec3 worldPosition;
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varying lowp vec4 varColor;
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varying mediump vec2 varTexCoord;
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varying vec3 eyeVec;
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varying float vIDiff;
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@ -18,31 +19,31 @@ float directional_ambient(vec3 normal)
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{
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vec3 v = normal * normal;
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if (normal.y < 0)
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return dot(v, vec3(0.670820f, 0.447213f, 0.836660f));
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if (normal.y < 0.0)
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return dot(v, vec3(0.670820, 0.447213, 0.836660));
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return dot(v, vec3(0.670820f, 1.000000f, 0.836660f));
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return dot(v, vec3(0.670820, 1.000000, 0.836660));
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}
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void main(void)
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{
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_Position = mWorldViewProj * gl_Vertex;
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varTexCoord = (mTexture * inTexCoord0).st;
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gl_Position = mWorldViewProj * inVertexPosition;
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vPosition = gl_Position.xyz;
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vNormal = gl_Normal;
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worldPosition = (mWorld * gl_Vertex).xyz;
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eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
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vNormal = inVertexNormal;
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worldPosition = (mWorld * inVertexPosition).xyz;
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eyeVec = -(mWorldView * inVertexPosition).xyz;
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#if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)
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vIDiff = 1.0;
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#else
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// This is intentional comparison with zero without any margin.
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// If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector
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vIDiff = length(gl_Normal) == 0.0
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vIDiff = length(inVertexNormal) == 0.0
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? 1.0
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: directional_ambient(normalize(gl_Normal));
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: directional_ambient(normalize(inVertexNormal));
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#endif
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gl_FrontColor = gl_BackColor = gl_Color;
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varColor = inVertexColor;
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}
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