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index.html
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<!doctype html>
<html>
<title> Space Moon Game </title>
<head>
<!--per ricaricare sempre la pagina da zero e non usare la cache-->
<META HTTP-EQUIV=”Pragma” CONTENT=”no-cache”>
<META HTTP-EQUIV=”Cache-Control” CONTENT=”no-cache”>
<link rel="shortcut icon" href="#">
<style>
body {
background: #dddddd;
}
#my_Canvas {
margin: 10px;
padding: 10px;
background: #ffffff;
border: thin inset #aaaaaa;
}
.container { /*to manage text on canvas and webgl */
position: relative;
}
#text {. /*to manage text on canvas and webgl */
background-color: transparent; /* needed because we setcanvas bg color to white */
position: absolute;
left: 100px;
top: 10px;
z-index: 10;
}
</style>
</head>
<body>
<div class="container">
<canvas width="1100" height="500" id="my_Canvas"></canvas>
<canvas width="1100" height="550" id="text"></canvas>
</div>
<!------------------------------------------------------------------------------------->
<script id="color-vertex-shader" type="x-shader/x-vertex">
attribute vec3 a_position;
uniform mat4 u_projection;
uniform mat4 u_view;
uniform mat4 u_world;
void main() {
gl_Position = u_projection * u_view * u_world * vec4(a_position,1.0);
}
</script>
<script id="color-fragment-shader" type="x-shader/x-fragment">
precision mediump float;
uniform vec4 u_color;
void main() {
gl_FragColor = u_color;
}
</script>
<!----------------------------------------------------------------------------------->
<script id="vertex-shader-phong" type="not-javascript">
attribute vec3 position; //vertici
attribute vec3 normal; //normali
uniform mat4 u_projection;
uniform mat4 u_view;
uniform mat4 u_world;
uniform mat4 normalMat;
varying vec3 normalInterp;
varying vec3 vertPos;
void main(){
vec4 vertPos4 = u_world*vec4(position, 1.0);
vertPos = vec3(vertPos4)/vertPos4.w;
//normalMat = inverse transpose della mo_matrix
normalInterp=vec3(normalMat*vec4(normal,0.0));
gl_Position = u_projection*u_view*u_world*vec4(position, 1.0);
}
</script>
<script id="fragment-shader-phong" type="not-javascript">
precision mediump float;
varying vec3 normalInterp;
varying vec3 vertPos;
//material
uniform vec3 Ka;
uniform vec3 Kd;
uniform vec3 Ks;
uniform float shinessVal;
//light
uniform vec3 ambientColor;
uniform vec3 diffuseColor;
uniform vec3 specularColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
void main(){
vec3 N = normalize(normalInterp);
vec3 L = normalize(lightPos-vertPos);
float lambertian = max(dot(N,L), 0.0);
float specular=0.0;
if(lambertian > 0.0){
vec3 R = reflect(-L,N);
vec3 V = normalize(viewPos-vertPos);
float specAngle=max(dot(R,V), 0.0);
specular = pow(specAngle, shinessVal);
}
gl_FragColor = vec4(Ka*ambientColor +
Kd*lambertian*diffuseColor +
Ks*specular*specularColor,1.0);
}
</script>
<!----------------------------------------------------------------------------------->
<script id="vertex-shader-phong-text" type="not-javascript">
attribute vec3 position; //vertici
attribute vec3 normal; //normali
attribute vec2 a_texcoord; //coordinate texture
uniform mat4 u_projection;
uniform mat4 u_view;
uniform mat4 u_world;
uniform mat4 normalMat;
varying vec3 normalInterp;
varying vec3 vertPos;
varying vec2 v_texcoord;
void main(){
vec4 vertPos4 = u_world*vec4(position, 1.0);
vertPos = vec3(vertPos4)/vertPos4.w;
normalInterp=vec3(normalMat*vec4(normal,0.0));
gl_Position = u_projection*u_view*u_world*vec4(position, 1.0);
//passa coordinate texture al fragment
v_texcoord = a_texcoord;
}
</script>
<script id="fragment-shader-phong-text" type="not-javascript">
precision mediump float;
varying vec3 normalInterp;
varying vec3 vertPos;
varying vec2 v_texcoord;
//material
uniform vec3 Ka;
uniform vec3 Kd;
uniform vec3 Ks;
uniform float shinessVal;
//light
uniform vec3 ambientColor;
uniform vec3 diffuseColor;
uniform vec3 specularColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform sampler2D u_texture;
void main(){
vec3 N = normalize(normalInterp);
vec3 L = normalize(lightPos-vertPos);
float lambertian = max(dot(N,L), 0.0);
float specular=0.0;
if(lambertian > 0.0){
vec3 R = reflect(-L,N);
vec3 V = normalize(viewPos-vertPos);
float specAngle=max(dot(R,V), 0.0);
specular = pow(specAngle, shinessVal);
}
//recupera colore texture
vec4 texColor = texture2D(u_texture, v_texcoord);
//colore texture moltiplicato per prima e seconda componente (ambient e diffuse)
gl_FragColor = vec4(texColor.rgb*(Ka*ambientColor) +
texColor.rgb*(Kd*lambertian*diffuseColor) +
Ks*specular*specularColor,
texColor.a);
}
</script>
<!----------------------------------------------------------------------------------->
<script id="vertex-shader-phong-text-spotlight" type="not-javascript">
attribute vec3 position; //vertici
attribute vec3 normal; //normali
attribute vec2 a_texcoord;
uniform mat4 u_projection;
uniform mat4 u_view;
uniform mat4 u_world;
uniform mat4 normalMat;
varying vec3 normalInterp;
varying vec3 vertPos;
varying vec2 v_texcoord;
void main(){
vec4 vertPos4 = u_world*vec4(position, 1.0);
vertPos = vec3(vertPos4)/vertPos4.w;
normalInterp=vec3(normalMat*vec4(normal,0.0));
gl_Position = u_projection*u_view*u_world*vec4(position, 1.0);
// Pass the texcoord to the fragment shader.
v_texcoord = a_texcoord;
}
</script>
<script id="fragment-shader-phong-text-spotlight" type="not-javascript">
precision mediump float;
varying vec3 normalInterp;
varying vec3 vertPos;
varying vec2 v_texcoord;
//material
uniform vec3 Ka;
uniform vec3 Kd;
uniform vec3 Ks;
uniform float shinessVal;
//light
uniform vec3 ambientColor;
uniform vec3 diffuseColor;
uniform vec3 specularColor;
uniform vec3 ambientColor_fari;
uniform vec3 diffuseColor_fari;
uniform vec3 specularColor_fari;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform vec3 lightPos_faro_dx;
uniform vec3 lightPos_faro_sx;
uniform vec3 u_lightDirectionDx;
uniform vec3 u_lightDirectionSx;
uniform float u_limit;
uniform sampler2D u_texture;
void main(){
//light principale
vec3 N = normalize(normalInterp);
vec3 L = normalize(lightPos-vertPos);
float lambertian = max(dot(N,L), 0.0);
float specular = 0.0;
if(lambertian > 0.0){
vec3 R = reflect(-L,N);
vec3 V = normalize(viewPos-vertPos);
float specAngle=max(dot(R,V), 0.0);
specular = pow(specAngle, shinessVal);
}
vec4 texColor = texture2D(u_texture, v_texcoord);
vec4 light_principale = vec4(texColor.rgb*(Ka*ambientColor) +
texColor.rgb*(Kd*lambertian*diffuseColor) +
Ks*specular*specularColor,
texColor.a);
//light faro_dx
vec3 L1 = normalize(lightPos_faro_dx-vertPos);
float lambertian1 = 0.0;
float specular1 = 0.0;
float dotFromDirection1 = max(dot(L1, -u_lightDirectionDx),0.0);
if (dotFromDirection1 >= u_limit){
lambertian1 = max(dot(N, L1),0.0);
if (lambertian1 > 0.0) {
vec3 R1 = reflect(-L1,N);
vec3 V1 = normalize(viewPos-vertPos);
float specAngle1=max(dot(R1,V1), 0.0);
specular1 = pow(specAngle1, shinessVal);
}
}
vec4 light_faro_dx = vec4(texColor.rgb*(Ka*ambientColor_fari) +
texColor.rgb*(Kd*lambertian1*diffuseColor_fari) +
Ks*specular1*specularColor_fari,
texColor.a);
//light faro_sx
vec3 L2 = normalize(lightPos_faro_sx-vertPos);
float lambertian2 = 0.0;
float specular2 = 0.0;
float dotFromDirection2 = max(dot(L2, -u_lightDirectionSx),0.0);
if (dotFromDirection2 >= u_limit){
lambertian2 = max(dot(N, L2),0.0);
if (lambertian2 > 0.0) {
vec3 R2 = reflect(-L2,N);
vec3 V2 = normalize(viewPos-vertPos);
float specAngle2=max(dot(R2,V2), 0.0);
specular2 = pow(specAngle2, shinessVal);
}
}
vec4 light_faro_sx = vec4(texColor.rgb*(Ka*ambientColor_fari) +
texColor.rgb*(Kd*lambertian2*diffuseColor_fari) +
Ks*specular2*specularColor_fari,
texColor.a);
//sommo tutte e tre le informazioni
gl_FragColor=light_principale+light_faro_dx+light_faro_sx;
}
</script>
<!----------------------------------------------------------------------------------->
<script id="vertex-shader-phong-normal-mapping" type="not-javascript">
attribute vec3 position; //vertici
attribute vec3 normal; //normali
attribute vec3 tangent; //vertici
attribute vec2 a_texcoord;
uniform mat4 u_projection;
uniform mat4 u_view;
uniform mat4 u_world;
uniform mat4 normalMat;
uniform vec3 lightPos;
uniform vec3 viewPos;
varying vec3 normalInterp;
varying vec3 vertPos;
varying vec2 v_texcoord;
varying vec3 TangentLightPos;
varying vec3 TangentViewPos;
varying vec3 TangentFragPos;
void main(){
vec4 vertPos4 = u_world*vec4(position, 1.0);
vertPos = vec3(vertPos4)/vertPos4.w;
gl_Position = u_projection*u_view*u_world*vec4(position, 1.0);
vec3 T = normalize(mat3(normalMat) * tangent);
vec3 N = normalize(mat3(normalMat) * normal );
T = normalize(T - dot(T, N) * N);
//cross product T e N per trovare B -> ortogonali
vec3 B = cross(N, T);
mat3 TBN=mat3(T, B, N);
//modo alternativo di calcolare l'inversa della TBN
TBN = mat3(
vec3(TBN[0].x, TBN[1].x, TBN[2].x),
vec3(TBN[0].y, TBN[1].y, TBN[2].y),
vec3(TBN[0].z, TBN[1].z, TBN[2].z));
//trasformazione della altre variabili in gioco nello spazio tangente
TangentLightPos = TBN * lightPos;
TangentViewPos = TBN * viewPos;
TangentFragPos = TBN * vertPos;
// Pass the texcoord to the fragment shader.
v_texcoord = a_texcoord;
}
</script>
<script id="fragment-shader-phong-normal-mapping" type="not-javascript">
precision mediump float;
varying vec3 normalInterp;
varying vec3 vertPos;
varying vec2 v_texcoord;
varying vec3 TangentLightPos;
varying vec3 TangentViewPos;
varying vec3 TangentFragPos;
varying vec3 lightPos;
//material
uniform vec3 Ka;
uniform vec3 Kd;
uniform vec3 Ks;
uniform float shinessVal;
//light
uniform vec3 ambientColor;
uniform vec3 diffuseColor;
uniform vec3 specularColor;
uniform sampler2D normalMap;
void main(){
//recupero info sulle normali dalla texture
vec3 N = texture2D(normalMap, v_texcoord).rgb;
//riporto normali nel range corretto
N = normalize(N * 2.0 - 1.0);
vec3 L = normalize(TangentLightPos-TangentFragPos);
float lambertian = max(dot(N,L), 0.0);
float specular=0.0;
if(lambertian > 0.0){
vec3 R = reflect(-L,N);
vec3 V = normalize(TangentViewPos-TangentFragPos);
vec3 halfwayDir = normalize(L+V);
specular = pow(max(dot(N, halfwayDir), 0.0), shinessVal);
}
gl_FragColor = vec4((Ka*ambientColor) +
(Kd*lambertian*diffuseColor) +
Ks*specular*specularColor,
1.0);
}
</script>
<!----------------------------------------------------------------------------------->
<script id="vertex-shader-skybox" type="x-shader/x-vertex">
attribute vec4 a_position;
varying vec4 v_position;
void main() {
v_position = a_position;
gl_Position = a_position;
//z=1.0 pixel hanno max profondità
gl_Position.z = 1.0;
}
</script>
<script id="fragment-shader-skybox" type="x-shader/x-fragment">
precision mediump float;
uniform samplerCube u_skybox;
//u_viewDirectionProjectionInverse = inversa Pmatrix*Vmatrix -> backward
uniform mat4 u_viewDirectionProjectionInverse;
varying vec4 v_position;
void main() {
//get the direction the camera is looking for each pixel on the quad -> give us directions to look into the cubemap
vec4 t = u_viewDirectionProjectionInverse * v_position;
//divide for w: go from 4D to 3D
gl_FragColor = textureCube(u_skybox, normalize(t.xyz / t.w));
}
</script>
<!----------------------------------------------------------------------------------->
<script id="vertex-shader-envmap" type="x-shader/x-vertex">
attribute vec3 a_position;
attribute vec3 a_normal;
uniform mat4 u_projection;
uniform mat4 u_view;
uniform mat4 u_world;
varying vec3 v_worldPosition;
varying vec3 v_worldNormal;
void main() {
v_worldPosition = (u_world * vec4(a_position,1.0)).xyz;
v_worldNormal = mat3(u_world) * a_normal;
gl_Position = u_projection * u_view * u_world * vec4(a_position,1.0);
}
</script>
<script id="fragment-shader-envmap" type="x-shader/x-fragment">
precision highp float;
varying vec3 v_worldPosition;
varying vec3 v_worldNormal;
//skybox texture
uniform samplerCube u_texture;
//world camera position
uniform vec3 u_worldCameraPosition;
void main() {
vec3 worldNormal = normalize(v_worldNormal);
//eyeToSurfaceDir= world position of the surface - world position of the camera
vec3 eyeToSurfaceDir = normalize(v_worldPosition - u_worldCameraPosition);
vec3 direction = reflect(eyeToSurfaceDir,worldNormal);
//use the reflected direction to look at the cubemap to color the surface of the object
gl_FragColor = textureCube(u_texture, direction);
}
</script>
<!----------------------------------------------------------------------------------->
<script id="vertex-shader-phong-notexture-shadow" type="x-shader/x-vertex">
attribute vec3 position; //vertici
attribute vec3 normal; //normali
uniform mat4 u_projection;
uniform mat4 u_view;
uniform mat4 u_world;
uniform mat4 normalMat;
//u_textureMatrix = cambio sistema punto di vista della luce
uniform mat4 u_textureMatrix;
varying vec4 v_projectedTexcoord;
varying vec3 normalInterp;
varying vec3 vertPos;
void main() {
vec4 vertPos4 = u_world*vec4(position, 1.0);
vertPos = vec3(vertPos4)/vertPos4.w;
normalInterp=vec3(normalMat*vec4(normal,0.0));
gl_Position = u_projection*u_view*u_world*vec4(position, 1.0);
//punto di vista della luce
v_projectedTexcoord = u_textureMatrix * vertPos4;
}
</script>
<script id="fragment-shader-phong-notexture-shadow" type="x-shader/x-fragment">
precision mediump float;
// Passed in from the vertex shader.
varying vec4 v_projectedTexcoord;
varying vec3 normalInterp;
varying vec3 vertPos;
uniform vec3 Ka;
uniform vec3 Kd;
uniform vec3 Ks;
uniform float shinessVal;
uniform float u_bias;
uniform sampler2D u_projectedTexture;
//light
uniform vec3 ambientColor;
uniform vec3 diffuseColor;
uniform vec3 specularColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
void main() {
//from 4D to 3D
vec3 projectedTexcoord = v_projectedTexcoord.xyz / v_projectedTexcoord.w;
//recupero profondità del pixel corrente dal punto di vista della luca + bias to limit shadow acne
float currentDepth = projectedTexcoord.z + u_bias;
//will draw the projected texture anywhere its texture coordinates are between 0.0 and 1.0
bool inRange =
projectedTexcoord.x >= 0.0 &&
projectedTexcoord.x <= 1.0 &&
projectedTexcoord.y >= 0.0 &&
projectedTexcoord.y <= 1.0;
//recupero dalla texture l'informazione di profondità
//the 'r' channel has the depth values
float projectedDepth = texture2D(u_projectedTexture, projectedTexcoord.xy).r;
//shadow test: se la profondità del pixel nello shadow buffer è minore della profondità del pixel corrente -> in ombra = 0.0
float shadowLight = (inRange && projectedDepth <= currentDepth) ? 0.0 : 1.0;
vec3 N = normalize(normalInterp);
vec3 L = normalize(lightPos-vertPos);
float lambertian = max(dot(N,L), 0.0);
float specular=0.0;
if(lambertian > 0.0){
vec3 R = reflect(-L,N);
vec3 V = normalize(viewPos-vertPos);
float specAngle=max(dot(R,V), 0.0);
specular = pow(specAngle, shinessVal);
}
//shadow information moltiplicata per le tre componenti
gl_FragColor = vec4((Ka*ambientColor)*shadowLight +
(Kd*lambertian*diffuseColor) *shadowLight+
(Ks*specular*specularColor)*shadowLight,1.0);
}
</script>
<!----------------------------------------------------------------------------------->
<script id="vertex-shader-phong-texture-shadow" type="x-shader/x-vertex">
attribute vec3 position; //vertici
attribute vec3 normal; //normali
attribute vec2 a_texcoord;
uniform mat4 u_projection;
uniform mat4 u_view;
uniform mat4 u_world;
uniform mat4 normalMat;
uniform mat4 u_textureMatrix;
varying vec2 v_texcoord;
varying vec4 v_projectedTexcoord;
varying vec3 normalInterp;
varying vec3 vertPos;
void main() {
vec4 vertPos4 = u_world*vec4(position, 1.0);
vertPos = vec3(vertPos4)/vertPos4.w;
normalInterp=vec3(normalMat*vec4(normal,0.0));
gl_Position = u_projection*u_view*u_world*vec4(position, 1.0);
v_texcoord = a_texcoord;
v_projectedTexcoord = u_textureMatrix * vertPos4;
}
</script>
<script id="fragment-shader-phong-texture-shadow" type="x-shader/x-fragment">
precision mediump float;
varying vec3 normalInterp;
varying vec3 vertPos;
varying vec2 v_texcoord;
varying vec4 v_projectedTexcoord;
//material
uniform vec3 Ka;
uniform vec3 Kd;
uniform vec3 Ks;
uniform float shinessVal;
uniform float u_bias;
//light
uniform vec3 ambientColor;
uniform vec3 diffuseColor;
uniform vec3 specularColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform sampler2D u_texture;
uniform sampler2D u_projectedTexture;
void main() {
vec3 projectedTexcoord = v_projectedTexcoord.xyz / v_projectedTexcoord.w;
float currentDepth = projectedTexcoord.z + u_bias;
bool inRange =
projectedTexcoord.x >= 0.0 &&
projectedTexcoord.x <= 1.0 &&
projectedTexcoord.y >= 0.0 &&
projectedTexcoord.y <= 1.0;
// the 'r' channel has the depth values
float projectedDepth = texture2D(u_projectedTexture, projectedTexcoord.xy).r;
float shadowLight = (inRange && projectedDepth <= currentDepth) ? 0.0 : 1.0;
vec3 N = normalize(normalInterp);
vec3 L = normalize(lightPos-vertPos);
float lambertian = max(dot(N,L), 0.0);
float specular=0.0;
if(lambertian > 0.0){
vec3 R = reflect(-L,N);
vec3 V = normalize(viewPos-vertPos);
float specAngle=max(dot(R,V), 0.0);
specular = pow(specAngle, shinessVal);
}
vec4 texColor = texture2D(u_texture, v_texcoord);
gl_FragColor = vec4(texColor.rgb*(Ka*ambientColor)*shadowLight +
texColor.rgb*(Kd*lambertian*diffuseColor)*shadowLight+
Ks*specular*specularColor*shadowLight,
texColor.a);
}
</script>
<!----------------------------------------------------------------------------------->
<script id="vertex-shader-phong-text-spotlight-shadow" type="not-javascript">
attribute vec3 position; //vertici
attribute vec3 normal; //normali
attribute vec2 a_texcoord;
uniform mat4 u_projection;
uniform mat4 u_view;
uniform mat4 u_world;
uniform mat4 normalMat;
uniform mat4 u_textureMatrix;
varying vec4 v_projectedTexcoord;
varying vec3 normalInterp;
varying vec3 vertPos;
varying vec2 v_texcoord;
void main(){
vec4 vertPos4 = u_world*vec4(position, 1.0);
vertPos = vec3(vertPos4)/vertPos4.w;
normalInterp=vec3(normalMat*vec4(normal,0.0));
gl_Position = u_projection*u_view*u_world*vec4(position, 1.0);
// Pass the texcoord to the fragment shader.
v_texcoord = a_texcoord;
v_projectedTexcoord = u_textureMatrix * vertPos4;
}
</script>
<script id="fragment-shader-phong-text-spotlight-shadow" type="not-javascript">
precision mediump float;
varying vec3 normalInterp;
varying vec3 vertPos;
varying vec2 v_texcoord;
varying vec4 v_projectedTexcoord;
//material
uniform vec3 Ka;
uniform vec3 Kd;
uniform vec3 Ks;
uniform float shinessVal;
uniform int mode;
uniform float u_bias;
//light
uniform vec3 ambientColor;
uniform vec3 diffuseColor;
uniform vec3 specularColor;
uniform vec3 ambientColor_fari;
uniform vec3 diffuseColor_fari;
uniform vec3 specularColor_fari;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform vec3 lightPos_faro_dx;
uniform vec3 lightPos_faro_sx;
uniform vec3 u_lightDirectionDx;
uniform vec3 u_lightDirectionSx;
uniform float u_limit;
uniform sampler2D u_texture;
uniform sampler2D u_projectedTexture;
void main(){
vec3 projectedTexcoord = v_projectedTexcoord.xyz / v_projectedTexcoord.w;
float currentDepth = projectedTexcoord.z + u_bias;
bool inRange =
projectedTexcoord.x >= 0.0 &&
projectedTexcoord.x <= 1.0 &&
projectedTexcoord.y >= 0.0 &&
projectedTexcoord.y <= 1.0;
// the 'r' channel has the depth values
float projectedDepth = texture2D(u_projectedTexture, projectedTexcoord.xy).r;
float shadowLight = (inRange && projectedDepth <= currentDepth) ? 0.0 : 1.0;
//light principale
vec3 N = normalize(normalInterp);
vec3 L = normalize(lightPos-vertPos);
float lambertian = max(dot(N,L), 0.0);
float specular=0.0;
if(lambertian > 0.0){
vec3 R = reflect(-L,N);
vec3 V = normalize(viewPos-vertPos);
float specAngle=max(dot(R,V), 0.0);
specular = pow(specAngle, shinessVal);
}
vec4 texColor = texture2D(u_texture, v_texcoord);
vec4 light_principale = vec4(texColor.rgb*(Ka*ambientColor)*shadowLight +
texColor.rgb*(Kd*lambertian*diffuseColor)*shadowLight +
Ks*specular*specularColor*shadowLight ,
texColor.a);
//light faro_dx
vec3 L1 = normalize(lightPos_faro_dx-vertPos);
float lambertian1 = 0.0;
float specular1 = 0.0;
float dotFromDirection1 = max(dot(L1, -u_lightDirectionDx),0.0);
if (dotFromDirection1 >= u_limit){
lambertian1 = max(dot(N, L1),0.0);
if (lambertian1 > 0.0) {
vec3 R1 = reflect(-L1,N);
vec3 V1 = normalize(viewPos-vertPos);
float specAngle1=max(dot(R1,V1), 0.0);
specular1 = pow(specAngle1, shinessVal);
}
}
vec4 light_faro_dx = vec4(texColor.rgb*(Ka*ambientColor_fari)*shadowLight +
texColor.rgb*(Kd*lambertian1*diffuseColor_fari)*shadowLight +
Ks*specular1*specularColor_fari*shadowLight ,
texColor.a);
//light faro_sx
vec3 L2 = normalize(lightPos_faro_sx-vertPos);
float lambertian2 = 0.0;
float specular2 = 0.0;
float dotFromDirection2 = max(dot(L2, -u_lightDirectionSx),0.0);
if (dotFromDirection2 >= u_limit){
lambertian2 = max(dot(N, L2),0.0);
if (lambertian2 > 0.0) {
vec3 R2 = reflect(-L2,N);
vec3 V2 = normalize(viewPos-vertPos);
float specAngle2=max(dot(R2,V2), 0.0);
specular2 = pow(specAngle2, shinessVal);
}
}
vec4 light_faro_sx = vec4(texColor.rgb*(Ka*ambientColor_fari)*shadowLight +
texColor.rgb*(Kd*lambertian2*diffuseColor_fari)*shadowLight +
Ks*specular2*specularColor_fari*shadowLight ,
texColor.a);
gl_FragColor=light_principale+light_faro_dx+light_faro_sx;
}
</script>
<!----------------------------------------------------------------------------------->
<script id="vertex-shader-phong-normal-mapping-shadow" type="not-javascript">
attribute vec3 position; //vertici
attribute vec3 normal; //normali
attribute vec3 tangent; //vertici
attribute vec2 a_texcoord;
uniform mat4 u_projection;
uniform mat4 u_view;
uniform mat4 u_world;
uniform mat4 normalMat;
uniform mat4 u_textureMatrix;
uniform vec3 lightPos;
uniform vec3 viewPos;
varying vec4 v_projectedTexcoord;
varying vec3 normalInterp;
varying vec3 vertPos;
varying vec2 v_texcoord;
varying vec3 TangentLightPos;
varying vec3 TangentViewPos;
varying vec3 TangentFragPos;
void main(){
vec4 vertPos4 = u_world*vec4(position, 1.0);
vertPos = vec3(vertPos4)/vertPos4.w;
gl_Position = u_projection*u_view*u_world*vec4(position, 1.0);
vec3 T = normalize(mat3(normalMat) * tangent);
vec3 N = normalize(mat3(normalMat) * normal );
T = normalize(T - dot(T, N) * N);
vec3 B = cross(N, T);
mat3 TBN=mat3(T, B, N);
TBN = mat3(
vec3(TBN[0].x, TBN[1].x, TBN[2].x),
vec3(TBN[0].y, TBN[1].y, TBN[2].y),
vec3(TBN[0].z, TBN[1].z, TBN[2].z));
TangentLightPos = TBN * lightPos;
TangentViewPos = TBN * viewPos;
TangentFragPos = TBN * vertPos;
// Pass the texcoord to the fragment shader.
v_texcoord = a_texcoord;
v_projectedTexcoord = u_textureMatrix * vertPos4;
}
</script>
<script id="fragment-shader-phong-normal-mapping-shadow" type="not-javascript">
precision mediump float;
varying vec3 normalInterp;
varying vec3 vertPos;
varying vec2 v_texcoord;
varying vec3 TangentLightPos;
varying vec3 TangentViewPos;
varying vec3 TangentFragPos;
varying vec3 lightPos;
varying vec4 v_projectedTexcoord;
//material
uniform vec3 Ka;
uniform vec3 Kd;
uniform vec3 Ks;
uniform float shinessVal;
uniform float u_bias;
//light
uniform vec3 ambientColor;
uniform vec3 diffuseColor;
uniform vec3 specularColor;
uniform sampler2D normalMap;
uniform sampler2D u_projectedTexture;
void main(){
vec3 projectedTexcoord = v_projectedTexcoord.xyz / v_projectedTexcoord.w;
float currentDepth = projectedTexcoord.z + u_bias;
bool inRange =
projectedTexcoord.x >= 0.0 &&
projectedTexcoord.x <= 1.0 &&
projectedTexcoord.y >= 0.0 &&
projectedTexcoord.y <= 1.0;
// the 'r' channel has the depth values
float projectedDepth = texture2D(u_projectedTexture, projectedTexcoord.xy).r;
float shadowLight = (inRange && projectedDepth <= currentDepth) ? 0.0 : 1.0;
vec3 N = texture2D(normalMap, v_texcoord).rgb;
N = normalize(N * 2.0 - 1.0);
vec3 L = normalize(TangentLightPos-TangentFragPos);
float lambertian = max(dot(N,L), 0.0);
float specular=0.0;
if(lambertian > 0.0){
vec3 R = reflect(-L,N);
vec3 V = normalize(TangentViewPos-TangentFragPos);
//float specAngle=max(dot(R,V), 0.0);
//specular = pow(specAngle, shinessVal);
vec3 halfwayDir = normalize(L+V);
specular = pow(max(dot(N, halfwayDir), 0.0), shinessVal);
}