Update shaders

This commit is contained in:
Guillaume Damiand 2021-02-02 10:27:57 +01:00
parent de7dd44307
commit a7a3931f0a
1 changed files with 47 additions and 41 deletions

View File

@ -20,21 +20,21 @@ namespace CGAL
//------------------------------------------------------------------------------
const char vertex_source_color[]=R"DELIM(
#version 120
attribute highp vec4 vertex;
attribute highp vec3 normal;
attribute highp vec3 color;
#version 150
in highp vec4 vertex;
in highp vec3 normal;
in highp vec3 color;
uniform highp mat4 mvp_matrix;
uniform highp mat4 mv_matrix;
varying highp vec4 fP;
varying highp vec3 fN;
varying highp vec4 fColor;
out highp vec4 fP;
out highp vec3 fN;
out highp vec4 fColor;
uniform highp float point_size;
varying highp vec4 m_vertex;
out highp vec4 m_vertex;
void main(void)
{
@ -50,12 +50,13 @@ void main(void)
)DELIM";
const char fragment_source_color[]=R"DELIM(
#version 120
varying highp vec4 fP;
varying highp vec3 fN;
varying highp vec4 fColor;
#version 150
out highp vec4 fP;
out highp vec3 fN;
out highp vec4 fColor;
varying highp vec4 m_vertex;
out highp vec4 m_vertex;
out highp vec4 out_color;
uniform highp vec4 light_pos;
uniform highp vec4 light_diff;
@ -95,20 +96,20 @@ void main(void)
}
// draw corresponding part
gl_FragColor = rendering_mode < 1 ? (diffuse + ambient) :
out_color = rendering_mode < 1 ? (diffuse + ambient) :
vec4(diffuse.rgb + ambient.rgb, rendering_transparency);
}
)DELIM";
const char vertex_source_p_l[]=R"DELIM(
#version 120
attribute highp vec4 vertex;
attribute highp vec3 color;
#version 150
in highp vec4 vertex;
in highp vec3 color;
uniform highp mat4 mvp_matrix;
varying highp vec4 fColor;
out highp vec4 fColor;
varying highp vec4 m_vertex;
out highp vec4 m_vertex;
uniform highp float point_size;
void main(void)
@ -121,9 +122,10 @@ void main(void)
)DELIM";
const char fragment_source_p_l[]=R"DELIM(
#version 120
varying highp vec4 fColor;
varying highp vec4 m_vertex;
#version 150
out highp vec4 fColor;
out highp vec4 m_vertex;
out highp vec4 out_color;
uniform highp vec4 clipPlane;
uniform highp float rendering_mode;
@ -142,13 +144,13 @@ void main(void)
discard;
}
gl_FragColor = fColor;
out_color = fColor;
}
)DELIM";
const char vertex_source_clipping_plane[]=R"DELIM(
#version 120
attribute highp vec4 vertex;
#version 150
in highp vec4 vertex;
uniform highp mat4 vp_matrix;
uniform highp mat4 m_matrix;
@ -160,10 +162,11 @@ void main(void)
)DELIM";
const char fragment_source_clipping_plane[]=R"DELIM(
#version 120
#version 150
out highp vec4 out_color;
void main(void)
{
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
out_color = vec4(0.0, 0.0, 0.0, 1.0);
}
)DELIM";
@ -171,16 +174,16 @@ void main(void)
// compatibility shaders
const char vertex_source_color_comp[]=R"DELIM(
attribute highp vec4 vertex;
attribute highp vec3 normal;
attribute highp vec3 color;
in highp vec4 vertex;
in highp vec3 normal;
in highp vec3 color;
uniform highp mat4 mvp_matrix;
uniform highp mat4 mv_matrix;
varying highp vec4 fP;
varying highp vec3 fN;
varying highp vec4 fColor;
out highp vec4 fP;
out highp vec3 fN;
out highp vec4 fColor;
uniform highp float point_size;
@ -200,9 +203,10 @@ void main(void)
)DELIM";
const char fragment_source_color_comp[]=R"DELIM(
varying highp vec4 fP;
varying highp vec3 fN;
varying highp vec4 fColor;
out highp vec4 fP;
out highp vec3 fN;
out highp vec4 fColor;
out highp vec4 out_color;
uniform highp vec4 light_pos;
uniform highp vec4 light_diff;
@ -223,13 +227,13 @@ void main(void)
highp vec4 diffuse = max(dot(N,L), 0.0) * light_diff * fColor;
highp vec4 specular = pow(max(dot(R,V), 0.0), spec_power) * light_spec;
gl_FragColor = light_amb*fColor + diffuse;
out_color = light_amb*fColor + diffuse;
}
)DELIM";
const char vertex_source_p_l_comp[]=R"DELIM(
attribute highp vec4 vertex;
attribute highp vec3 color;
in highp vec4 vertex;
in highp vec3 color;
uniform highp mat4 mvp_matrix;
varying highp vec4 fColor;
@ -246,9 +250,10 @@ void main(void)
const char fragment_source_p_l_comp[]=R"DELIM(
varying highp vec4 fColor;
out highp vec4 out_color;
void main(void)
{
gl_FragColor = fColor;
out_color = fColor;
}
)DELIM";
@ -265,9 +270,10 @@ void main(void)
)DELIM";
const char fragment_source_clipping_plane_comp[]=R"DELIM(
out highp vec4 out_color;
void main(void)
{
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
out_color = vec4(0.0, 0.0, 0.0, 1.0);
}
)DELIM";
*/