-const char * const OBJECT_MATRIX_UNIFORM_NAME( "uObjectMatrix" );
-const char * const STAGE_OFFSET_UNIFORM_NAME( "uStageOffset" );
-
-//Shaders
-//If a shader requires certain textures, they must be listed in order,
-//as detailed in the TextureIndex enum documentation.
-
-//A basic shader that doesn't use textures at all.
-const char* SIMPLE_VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute highp vec3 aPosition;\n
- attribute highp vec3 aNormal;\n
- varying mediump vec3 vIllumination;\n
- uniform mediump vec3 uSize;\n
- uniform mediump mat4 uMvpMatrix;\n
- uniform mediump mat4 uModelView;\n
- uniform mediump mat4 uViewMatrix;\n
- uniform mediump mat3 uNormalMatrix;
- uniform mediump mat4 uObjectMatrix;\n
- uniform mediump vec3 lightPosition;\n
- uniform mediump vec2 uStageOffset;\n
-
- void main()\n
- {\n
- vec4 normalisedVertexPosition = vec4( aPosition * min( uSize.x, uSize.y ), 1.0 );\n
- vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
- vertexPosition = uMvpMatrix * vertexPosition;\n
-
- //Illumination in Model-View space - Transform attributes and uniforms\n
- vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
- vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
-
- vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
- mvLightPosition = uViewMatrix * mvLightPosition;\n
- vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
-
- float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n
- vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
-
- gl_Position = vertexPosition;\n
- }\n
-);
-
-//Fragment shader corresponding to the texture-less shader.
-const char* SIMPLE_FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- precision mediump float;\n
- varying mediump vec3 vIllumination;\n
- uniform lowp vec4 uColor;\n
-
- void main()\n
- {\n
- gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a );\n
- }\n
-);
-
-//Diffuse and specular illumination shader with albedo texture. Texture is index 0.
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute highp vec3 aPosition;\n
- attribute highp vec2 aTexCoord;\n
- attribute highp vec3 aNormal;\n
- varying mediump vec2 vTexCoord;\n
- varying mediump vec3 vIllumination;\n
- varying mediump float vSpecular;\n
- uniform mediump vec3 uSize;\n
- uniform mediump mat4 uMvpMatrix;\n
- uniform mediump mat4 uModelView;
- uniform mediump mat4 uViewMatrix;\n
- uniform mediump mat3 uNormalMatrix;
- uniform mediump mat4 uObjectMatrix;\n
- uniform mediump vec3 lightPosition;\n
- uniform mediump vec2 uStageOffset;\n
-
- void main()
- {\n
- vec4 normalisedVertexPosition = vec4( aPosition * min( uSize.x, uSize.y ), 1.0 );\n
- vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
- vertexPosition = uMvpMatrix * vertexPosition;\n
-
- //Illumination in Model-View space - Transform attributes and uniforms\n
- vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
- vec3 normal = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aNormal );\n
-
- vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
- mvLightPosition = uViewMatrix * mvLightPosition;\n
- vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
-
- vec3 viewDirection = normalize( -mvVertexPosition.xyz );
-
- float lightDiffuse = dot( vectorToLight, normal );\n
- lightDiffuse = max( 0.0,lightDiffuse );\n
- vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n
-
- vec3 reflectDirection = reflect( -vectorToLight, normal );
- vSpecular = pow( max( dot( reflectDirection, viewDirection ), 0.0 ), 4.0 );
-
- vTexCoord = aTexCoord;\n
- gl_Position = vertexPosition;\n
- }\n
-);
-
-//Fragment shader corresponding to the diffuse and specular illumination shader with albedo texture
-const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- precision mediump float;\n
- varying mediump vec2 vTexCoord;\n
- varying mediump vec3 vIllumination;\n
- varying mediump float vSpecular;\n
- uniform sampler2D sDiffuse;\n
- uniform lowp vec4 uColor;\n
-
- void main()\n
- {\n
- vec4 texture = texture2D( sDiffuse, vTexCoord );\n
- gl_FragColor = vec4( vIllumination.rgb * texture.rgb * uColor.rgb + vSpecular * 0.3, texture.a * uColor.a );\n
- }\n
-);
-
-//Diffuse and specular illumination shader with albedo texture, normal map and gloss map shader.
-//Diffuse (albedo) texture is index 0, normal is 1, gloss is 2. They must be declared in this order.
-const char* NORMAL_MAP_VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute highp vec3 aPosition;\n
- attribute highp vec2 aTexCoord;\n
- attribute highp vec3 aNormal;\n
- attribute highp vec3 aTangent;\n
- attribute highp vec3 aBiNormal;\n
- varying mediump vec2 vTexCoord;\n
- varying mediump vec3 vLightDirection;\n
- varying mediump vec3 vHalfVector;\n
- uniform mediump vec3 uSize;\n
- uniform mediump mat4 uMvpMatrix;\n
- uniform mediump mat4 uModelView;
- uniform mediump mat4 uViewMatrix;\n
- uniform mediump mat3 uNormalMatrix;
- uniform mediump mat4 uObjectMatrix;\n
- uniform mediump vec3 lightPosition;\n
- uniform mediump vec2 uStageOffset;\n
- void main()
- {\n
- vec4 normalisedVertexPosition = vec4( aPosition * min( uSize.x, uSize.y ), 1.0 );\n
- vec4 vertexPosition = uObjectMatrix * normalisedVertexPosition;\n
- vertexPosition = uMvpMatrix * vertexPosition;\n
-
- vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
-
- vec3 tangent = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aTangent );
- vec3 binormal = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aBiNormal );
- vec3 normal = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aNormal );
-
- vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
- mvLightPosition = uViewMatrix * mvLightPosition;\n
- vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
- vLightDirection.x = dot( vectorToLight, tangent );
- vLightDirection.y = dot( vectorToLight, binormal );
- vLightDirection.z = dot( vectorToLight, normal );
-
- vec3 viewDirection = normalize( -mvVertexPosition.xyz );
- vec3 halfVector = normalize( viewDirection + vectorToLight );
- vHalfVector.x = dot( halfVector, tangent );
- vHalfVector.y = dot( halfVector, binormal );
- vHalfVector.z = dot( halfVector, normal );
-
- vTexCoord = aTexCoord;\n
- gl_Position = vertexPosition;\n
- }\n
-);
-
-//Fragment shader corresponding to the shader that uses all textures (diffuse, normal and gloss maps)
-const char* NORMAL_MAP_FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- precision mediump float;\n
- varying mediump vec2 vTexCoord;\n
- varying mediump vec3 vLightDirection;\n
- varying mediump vec3 vHalfVector;\n
- uniform sampler2D sDiffuse;\n
- uniform sampler2D sNormal;\n
- uniform sampler2D sGloss;\n
- uniform lowp vec4 uColor;\n
-
- void main()\n
- {\n
- vec4 texture = texture2D( sDiffuse, vTexCoord );\n
- vec3 normal = normalize( texture2D( sNormal, vTexCoord ).xyz * 2.0 - 1.0 );\n
- vec4 glossMap = texture2D( sGloss, vTexCoord );\n
-
- float lightDiffuse = max( 0.0, dot( normal, normalize( vLightDirection ) ) );\n
- lightDiffuse = lightDiffuse * 0.5 + 0.5;\n
-
- float shininess = pow ( max ( dot ( normalize( vHalfVector ), normal ), 0.0 ), 16.0 ) ;
-
- gl_FragColor = vec4( texture.rgb * uColor.rgb * lightDiffuse + shininess * glossMap.rgb, texture.a * uColor.a );\n
- }\n
-);