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main.html
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96 lines (65 loc) · 2.06 KB
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<!DOCTYPE html>
<html>
<script id="vertex-shader" type="x-shader/x-vertex">#version 300 es
in vec4 vPosition;
in vec3 vNormal;
out vec4 fColor;
uniform vec4 ambientProduct, diffuseProduct, specularProduct;
uniform mat4 modelViewMatrix;
uniform mat4 normalMatrix;
uniform mat4 projectionMatrix;
uniform vec4 lightPosition;
uniform float shininess;
void
main()
{
// Transform vertex normal into eye coordinates
vec3 pos = (modelViewMatrix * vPosition).xyz;
//vec3 N = normalize( (modelViewMatrix*vec4(vNormal,0.0)).xyz);
vec3 N = normalize( (normalMatrix*vec4(vNormal,0.0)).xyz);
vec3 L = vec3(normalize(lightPosition.xyz-pos)) ;
vec3 V = normalize(-pos.xyz) ;
vec3 R = reflect(-L, N) ;
// Compute terms in the illumination equation
vec4 ambient = ambientProduct;
float Kd = max( dot(L, N), 0.0 );
fColor = ambient ;
vec4 diffuse = vec4(0.0, 0.0, 0.0, 1.0);
vec4 specular = vec4(0.0, 0.0, 0.0, 1.0);
diffuse = Kd*diffuseProduct;
float Ks = pow( max(dot(R, V), 0.0), shininess );
specular = Ks * specularProduct;
if( dot(L, N) < 0.0 ) {
specular = vec4(0.0, 0.0, 0.0, 1.0);
}
gl_Position = projectionMatrix * modelViewMatrix * vPosition;
fColor = fColor + diffuse + specular;
fColor.a = 1.0;
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">#version 300 es
precision mediump float;
in vec4 fColor;
layout(location=0) out vec4 fragColor ;
void
main()
{
fragColor = fColor;
}
</script>
<script type="text/javascript" src="Common/webgl-utils.js"></script>
<script type="text/javascript" src="Common/initShaders.js"></script>
<script type="text/javascript" src="Common/MV.js"></script>
<script type="text/javascript" src="objects.js"></script>
<script type="text/javascript" src="main.js"></script>
<body>
<canvas id="gl-canvas" width="512" height="512">
Oops ... your browser doesn't support the HTML5 canvas element
</canvas>
<br/>
<div id="animToggleButton">
<input id="animToggleButton" type="button" value="Toggle Animation"
/>
</div><br/>
</body>
</html>