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<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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<title>Machine Alpha</title>
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<style type="text/css">
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body {margin: 0px;}
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</style>
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<script language="javascript" src="scripts/boot.js"></script>
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<script id="fragment-shader" type="x-shader/x-fragment">
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#ifdef GL_ES
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precision highp float;
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#endif
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varying vec4 vColour;
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varying vec3 vTransformedNormal;
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varying vec4 vPosition;
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uniform float uMaterialShininess;
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uniform bool uUseLighting;
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uniform vec3 uAmbientColour;
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uniform vec3 uPointLightingLocation;
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uniform vec3 uPointLightingSpecularColour;
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uniform vec3 uPointLightingDiffuseColour;
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void main(void)
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{
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vec3 lightWeighting;
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if (!uUseLighting)
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{
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lightWeighting = vec3(1.0, 1.0, 1.0);
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}
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else
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{
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vec3 lightDirection = normalize(uPointLightingLocation - vPosition.xyz);
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vec3 normal = normalize(vTransformedNormal);
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vec3 eyeDirection = normalize(-vPosition.xyz);
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vec3 reflectionDirection = reflect(-lightDirection, normal);
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float specularLightWeighting = pow(max(dot(reflectionDirection, eyeDirection), 0.0), uMaterialShininess);
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float diffuseLightWeighting = max(dot(normal, lightDirection), 0.0);
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lightWeighting = uAmbientColour + uPointLightingSpecularColour * specularLightWeighting
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+ uPointLightingDiffuseColour * diffuseLightWeighting;
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}
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gl_FragColor = vec4(vColour.rgb * lightWeighting, vColour.a);
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}
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</script>
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<script id="vertex-shader" type="x-shader/x-vertex">
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attribute vec3 aVertexPosition;
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attribute vec3 aVertexNormal;
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attribute vec4 aVertexColour;
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uniform mat4 uMVMatrix;
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uniform mat4 uPMatrix;
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uniform mat3 uNMatrix;
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varying vec4 vColour;
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varying vec3 vTransformedNormal;
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varying vec4 vPosition;
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void main(void)
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{
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vPosition = uMVMatrix * vec4(aVertexPosition, 1.0);
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gl_Position = uPMatrix * vPosition;
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vColour = aVertexColour;
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vTransformedNormal = uNMatrix * aVertexNormal;
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}
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</script>
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</head>
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<body onload="boot();">
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<canvas id="machine">
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Download a browser with WebGL support, like Chrome or Firefox.
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</canvas>
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</body>
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</html>
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