machine.html
changeset 24 8c2ee41d3727
parent 23 7f4a00fee578
child 25 3b66f92dbc4d
     1.1 --- a/machine.html	Mon Apr 25 23:30:26 2011 +0200
     1.2 +++ b/machine.html	Tue Apr 26 01:48:56 2011 +0200
     1.3 @@ -9,26 +9,47 @@
     1.4      #endif
     1.5  
     1.6      varying vec4 vColour;
     1.7 +    varying vec3 vLightWeighting;
     1.8   
     1.9      void main(void) 
    1.10      {
    1.11 -        gl_FragColor = vColour;
    1.12 +        gl_FragColor = vec4(vColour.rgb * vLightWeighting, vColour.a);
    1.13      }
    1.14  </script> 
    1.15   
    1.16  <script id="vertex-shader" type="x-shader/x-vertex"> 
    1.17      attribute vec3 aVertexPosition;
    1.18      attribute vec4 aVertexColour;
    1.19 +    attribute vec3 aVertexNormal;
    1.20  
    1.21      uniform mat4 uMVMatrix;
    1.22      uniform mat4 uPMatrix;
    1.23 +    uniform mat3 uNMatrix;
    1.24 +
    1.25 +    uniform vec3 uAmbientColour;
    1.26 +
    1.27 +    uniform vec3 uLightingDirection;
    1.28 +    uniform vec3 uDirectionalColour;
    1.29 +
    1.30 +    uniform bool uUseLighting;
    1.31  
    1.32      varying vec4 vColour;
    1.33 +    varying vec3 vLightWeighting;
    1.34   
    1.35      void main(void) 
    1.36      {
    1.37          gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
    1.38          vColour = aVertexColour;
    1.39 +        if (!uUseLighting)
    1.40 +        {
    1.41 +            vLightWeighting = vec3(1.0, 1.0, 1.0);
    1.42 +        }
    1.43 +        else
    1.44 +        {
    1.45 +            vec3 transformedNormal = uNMatrix * aVertexNormal;
    1.46 +            float directionalLightWeighting = max(dot(transformedNormal, uLightingDirection), 0.0);
    1.47 +            vLightWeighting = uAmbientColour + uDirectionalColour * directionalLightWeighting;
    1.48 +        }
    1.49      }
    1.50  </script>
    1.51  </head>