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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>
This commit is contained in:
Vitaliy 2020-10-25 20:01:03 +03:00 committed by GitHub
parent 33b2c5f5b1
commit 707c8c1e95
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GPG key ID: 4AEE18F83AFDEB23
17 changed files with 233 additions and 120 deletions

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