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Merge pull request #11441 from donmccurdy/feat-gltf2-samples

[glTF] Update all examples to glTF2.0
Mr.doob 8 anni fa
parent
commit
5450731ef4
100 ha cambiato i file con 42128 aggiunte e 5529 eliminazioni
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      examples/files.js
  2. 5 21
      examples/js/loaders/GLTF2Loader.js
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+ 0 - 1
examples/files.js

@@ -91,7 +91,6 @@ var files = {
 		"webgl_loader_ctm_materials",
 		"webgl_loader_draco",
 		"webgl_loader_fbx",
-		"webgl_loader_gltf",
 		"webgl_loader_gltf2",
 		"webgl_loader_json_blender",
 		"webgl_loader_json_claraio",

+ 5 - 21
examples/js/loaders/GLTF2Loader.js

@@ -2380,7 +2380,7 @@ THREE.GLTF2Loader = ( function () {
 
 				var _skin = {
 					bindShapeMatrix: bindShapeMatrix,
-					jointNames: skin.jointNames,
+					joints: skin.joints,
 					inverseBindMatrices: dependencies.accessors[ skin.inverseBindMatrices ]
 				};
 
@@ -2665,24 +2665,8 @@ THREE.GLTF2Loader = ( function () {
 								// Replace Mesh with SkinnedMesh in library
 								if ( skinEntry ) {
 
-									var getJointNode = function ( jointId ) {
-
-										var keys = Object.keys( __nodes );
-
-										for ( var i = 0, il = keys.length; i < il; i ++ ) {
-
-											var n = __nodes[ keys[ i ] ];
-
-											if ( n.jointName === jointId ) return n;
-
-										}
-
-										return null;
-
-									};
-
 									var geometry = originalGeometry;
-									var material = originalMaterial;
+									material = originalMaterial;
 									material.skinning = true;
 
 									child = new THREE.SkinnedMesh( geometry, material, false );
@@ -2693,10 +2677,10 @@ THREE.GLTF2Loader = ( function () {
 									var bones = [];
 									var boneInverses = [];
 
-									for ( var i = 0, l = skinEntry.jointNames.length; i < l; i ++ ) {
+									for ( var i = 0, l = skinEntry.joints.length; i < l; i ++ ) {
 
-										var jointId = skinEntry.jointNames[ i ];
-										var jointNode = getJointNode( jointId );
+										var jointId = skinEntry.joints[ i ];
+										var jointNode = __nodes[ jointId ];
 
 										if ( jointNode ) {
 

+ 8 - 0
examples/models/gltf/CesiumMan/README.md

@@ -0,0 +1,8 @@
+# Cesium Man
+## Screenshot
+
+![screenshot](screenshot/screenshot.gif)
+
+## License Information
+
+Donated by Cesium for glTF testing.  Please follow the [Cesium Trademark Terms and Conditions](https://github.com/AnalyticalGraphicsInc/cesium/wiki/CesiumTrademark.pdf).

+ 0 - 1
examples/models/gltf/CesiumMan/README.txt

@@ -1 +0,0 @@
-Donated by Cesium for glTF testing.  Please follow the Cesium Trademark Terms and Conditions: https://github.com/AnalyticalGraphicsInc/cesium/wiki/CesiumTrademark.pdf

BIN
examples/models/gltf/CesiumMan/glTF-Binary/CesiumMan.glb


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+ 2699 - 0
examples/models/gltf/CesiumMan/glTF-Embedded/CesiumMan.gltf


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+ 2728 - 0
examples/models/gltf/CesiumMan/glTF-MaterialsCommon/CesiumMan.gltf


+ 0 - 0
examples/models/gltf/CesiumMan/glTF-MaterialsCommon/Cesium_Man.jpg → examples/models/gltf/CesiumMan/glTF-MaterialsCommon/CesiumMan.jpg


BIN
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+ 0 - 2111
examples/models/gltf/CesiumMan/glTF-MaterialsCommon/Cesium_Man.gltf

@@ -1,2111 +0,0 @@
-{
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-        "Armature_Cesium_Man-skin": {
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-            "inverseBindMatrices": "IBM_Armature_Cesium_Man-skin",
-            "jointNames": [
-                "Skeleton_torso_joint_1",
-                "Skeleton_torso_joint_2",
-                "torso_joint_3",
-                "Skeleton_neck_joint_1",
-                "Skeleton_neck_joint_2",
-                "Skeleton_arm_joint_L__4_",
-                "Skeleton_arm_joint_R",
-                "Skeleton_arm_joint_L__3_",
-                "Skeleton_arm_joint_R__2_",
-                "Skeleton_arm_joint_L__2_",
-                "Skeleton_arm_joint_R__3_",
-                "leg_joint_L_1",
-                "leg_joint_R_1",
-                "leg_joint_L_2",
-                "leg_joint_R_2",
-                "leg_joint_L_3",
-                "leg_joint_R_3",
-                "leg_joint_L_5",
-                "leg_joint_R_5"
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-            "name": "Armature"
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File diff suppressed because it is too large
+ 2714 - 0
examples/models/gltf/CesiumMan/glTF-pbrSpecularGlossiness/CesiumMan.gltf


+ 0 - 0
examples/models/gltf/CesiumMan/glTF/Cesium_Man.jpg → examples/models/gltf/CesiumMan/glTF-pbrSpecularGlossiness/CesiumMan.jpg


BIN
examples/models/gltf/CesiumMan/glTF-pbrSpecularGlossiness/CesiumMan0.bin


File diff suppressed because it is too large
+ 2719 - 0
examples/models/gltf/CesiumMan/glTF-techniqueWebGL/CesiumMan.gltf


BIN
examples/models/gltf/CesiumMan/glTF-techniqueWebGL/CesiumMan.jpg


BIN
examples/models/gltf/CesiumMan/glTF-techniqueWebGL/CesiumMan0.bin


+ 24 - 0
examples/models/gltf/CesiumMan/glTF-techniqueWebGL/CesiumMan0.vert

@@ -0,0 +1,24 @@
+precision highp float;
+uniform mat4 u_modelViewMatrix;
+uniform mat4 u_projectionMatrix;
+uniform mat3 u_normalMatrix;
+uniform mat4 u_jointMatrix[19];
+attribute vec3 a_position;
+varying vec3 v_position;
+attribute vec3 a_normal;
+varying vec3 v_normal;
+attribute vec2 a_texcoord0;
+varying vec2 v_texcoord0;
+attribute vec4 a_joint;
+attribute vec4 a_weight;
+void main(void) {
+    mat4 skinMat = a_weight.x * u_jointMatrix[int(a_joint.x)];
+    skinMat += a_weight.y * u_jointMatrix[int(a_joint.y)];
+    skinMat += a_weight.z * u_jointMatrix[int(a_joint.z)];
+    skinMat += a_weight.w * u_jointMatrix[int(a_joint.w)];
+    vec4 pos = u_modelViewMatrix * skinMat * vec4(a_position,1.0);
+    v_position = pos.xyz;
+    gl_Position = u_projectionMatrix * pos;
+    v_normal = u_normalMatrix * mat3(skinMat) * a_normal;
+    v_texcoord0 = a_texcoord0;
+}

+ 33 - 0
examples/models/gltf/CesiumMan/glTF-techniqueWebGL/CesiumMan1.frag

@@ -0,0 +1,33 @@
+precision highp float;
+uniform vec4 u_ambient;
+uniform sampler2D u_diffuse;
+uniform vec4 u_emission;
+uniform vec4 u_specular;
+uniform float u_shininess;
+uniform float u_transparency;
+varying vec3 v_position;
+varying vec3 v_normal;
+varying vec2 v_texcoord0;
+void main(void) {
+    vec3 normal = normalize(v_normal);
+    vec4 diffuse = texture2D(u_diffuse, v_texcoord0);
+    vec3 diffuseLight = vec3(0.0, 0.0, 0.0);
+    vec3 specular = u_specular.rgb;
+    vec3 specularLight = vec3(0.0, 0.0, 0.0);
+    vec3 emission = u_emission.rgb;
+    vec3 ambient = u_ambient.rgb;
+    vec3 viewDir = -normalize(v_position);
+    vec3 ambientLight = vec3(0.0, 0.0, 0.0);
+    ambientLight += vec3(0.2, 0.2, 0.2);
+    vec3 l = vec3(0.0, 0.0, 1.0);
+    diffuseLight += vec3(1.0, 1.0, 1.0) * max(dot(normal, l), 0.); 
+    vec3 reflectDir = reflect(-l, normal);
+    float specularIntensity = max(0., pow(max(dot(reflectDir, viewDir), 0.), u_shininess));
+    specularLight += vec3(1.0, 1.0, 1.0) * specularIntensity;
+    vec3 color = vec3(0.0, 0.0, 0.0);
+    color += diffuse.rgb * diffuseLight;
+    color += specular * specularLight;
+    color += emission;
+    color += ambient * ambientLight;
+    gl_FragColor = vec4(color * diffuse.a * u_transparency, diffuse.a * u_transparency);
+}

+ 2766 - 0
examples/models/gltf/CesiumMan/glTF/CesiumMan.gltf

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-            "jointName": "leg_joint_R_3",
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-            "jointName": "leg_joint_R_5",
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-            "name": "Y_UP_Transform"
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-        "torso_joint_3": {
-            "children": [
-                "Skeleton_neck_joint_1",
-                "Skeleton_arm_joint_L__4_",
-                "Skeleton_arm_joint_R"
-            ],
-            "jointName": "torso_joint_3",
-            "name": "torso_joint_3",
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-                "a_texcoord0",
-                "a_weight"
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-            "fragmentShader": "Cesium_Man0FS",
-            "vertexShader": "Cesium_Man0VS"
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-    "scene": "defaultScene",
-    "scenes": {
-        "defaultScene": {
-            "nodes": [
-                "node_21"
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-        "Cesium_Man0FS": {
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-            "uri": "Cesium_Man0FS.glsl"
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-        "Cesium_Man0VS": {
-            "type": 35633,
-            "uri": "Cesium_Man0VS.glsl"
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-            "jointNames": [
-                "Skeleton_torso_joint_1",
-                "Skeleton_torso_joint_2",
-                "torso_joint_3",
-                "Skeleton_neck_joint_1",
-                "Skeleton_neck_joint_2",
-                "Skeleton_arm_joint_L__4_",
-                "Skeleton_arm_joint_R",
-                "Skeleton_arm_joint_L__3_",
-                "Skeleton_arm_joint_R__2_",
-                "Skeleton_arm_joint_L__2_",
-                "Skeleton_arm_joint_R__3_",
-                "leg_joint_L_1",
-                "leg_joint_R_1",
-                "leg_joint_L_2",
-                "leg_joint_R_2",
-                "leg_joint_L_3",
-                "leg_joint_R_3",
-                "leg_joint_L_5",
-                "leg_joint_R_5"
-            ],
-            "name": "Armature"
-        }
-    },
-    "techniques": {
-        "technique0": {
-            "attributes": {
-                "a_joint": "joint",
-                "a_normal": "normal",
-                "a_position": "position",
-                "a_texcoord0": "texcoord0",
-                "a_weight": "weight"
-            },
-            "parameters": {
-                "ambient": {
-                    "type": 35666
-                },
-                "diffuse": {
-                    "type": 35678
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-                "emission": {
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-                },
-                "joint": {
-                    "semantic": "JOINT",
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-                "jointMat": {
-                    "count": 19,
-                    "semantic": "JOINTMATRIX",
-                    "type": 35676
-                },
-                "modelViewMatrix": {
-                    "semantic": "MODELVIEW",
-                    "type": 35676
-                },
-                "normal": {
-                    "semantic": "NORMAL",
-                    "type": 35665
-                },
-                "normalMatrix": {
-                    "semantic": "MODELVIEWINVERSETRANSPOSE",
-                    "type": 35675
-                },
-                "position": {
-                    "semantic": "POSITION",
-                    "type": 35665
-                },
-                "projectionMatrix": {
-                    "semantic": "PROJECTION",
-                    "type": 35676
-                },
-                "shininess": {
-                    "type": 5126
-                },
-                "specular": {
-                    "type": 35666
-                },
-                "texcoord0": {
-                    "semantic": "TEXCOORD_0",
-                    "type": 35664
-                },
-                "weight": {
-                    "semantic": "WEIGHT",
-                    "type": 35666
-                }
-            },
-            "program": "program_0",
-            "states": {
-                "enable": [
-                    2929,
-                    2884
-                ]
-            },
-            "uniforms": {
-                "u_ambient": "ambient",
-                "u_diffuse": "diffuse",
-                "u_emission": "emission",
-                "u_jointMat": "jointMat",
-                "u_modelViewMatrix": "modelViewMatrix",
-                "u_normalMatrix": "normalMatrix",
-                "u_projectionMatrix": "projectionMatrix",
-                "u_shininess": "shininess",
-                "u_specular": "specular"
-            }
-        }
-    },
-    "textures": {
-        "texture_Cesium_Man_jpg": {
-            "format": 6408,
-            "internalFormat": 6408,
-            "sampler": "sampler_0",
-            "source": "Cesium_Man_jpg",
-            "target": 3553,
-            "type": 5121
-        }
-    }
-}

+ 0 - 25
examples/models/gltf/CesiumMan/glTF/Cesium_Man0FS.glsl

@@ -1,25 +0,0 @@
-precision highp float;
-varying vec3 v_normal;
-uniform vec4 u_ambient;
-varying vec2 v_texcoord0;
-uniform sampler2D u_diffuse;
-uniform vec4 u_emission;
-uniform vec4 u_specular;
-uniform float u_shininess;
-void main(void) {
-vec3 normal = normalize(v_normal);
-vec4 color = vec4(0., 0., 0., 0.);
-vec4 diffuse = vec4(0., 0., 0., 1.);
-vec4 emission;
-vec4 ambient;
-vec4 specular;
-ambient = u_ambient;
-diffuse = texture2D(u_diffuse, v_texcoord0);
-emission = u_emission;
-specular = u_specular;
-diffuse.xyz *= max(dot(normal,vec3(0.,0.,1.)), 0.);
-color.xyz += diffuse.xyz;
-color.xyz += emission.xyz;
-color = vec4(color.rgb * diffuse.a, diffuse.a);
-gl_FragColor = color;
-}

+ 0 - 22
examples/models/gltf/CesiumMan/glTF/Cesium_Man0VS.glsl

@@ -1,22 +0,0 @@
-precision highp float;
-attribute vec3 a_position;
-attribute vec3 a_normal;
-varying vec3 v_normal;
-attribute vec4 a_joint;
-attribute vec4 a_weight;
-uniform mat4 u_jointMat[19];
-uniform mat3 u_normalMatrix;
-uniform mat4 u_modelViewMatrix;
-uniform mat4 u_projectionMatrix;
-attribute vec2 a_texcoord0;
-varying vec2 v_texcoord0;
-void main(void) {
-mat4 skinMat = a_weight.x * u_jointMat[int(a_joint.x)];
-skinMat += a_weight.y * u_jointMat[int(a_joint.y)];
-skinMat += a_weight.z * u_jointMat[int(a_joint.z)];
-skinMat += a_weight.w * u_jointMat[int(a_joint.w)];
-vec4 pos = u_modelViewMatrix * skinMat * vec4(a_position,1.0);
-v_normal = u_normalMatrix * mat3(skinMat)* a_normal;
-v_texcoord0 = a_texcoord0;
-gl_Position = u_projectionMatrix * pos;
-}

BIN
examples/models/gltf/CesiumMan/screenshot/screenshot.gif


+ 8 - 0
examples/models/gltf/CesiumMilkTruck/README.md

@@ -0,0 +1,8 @@
+# Cesium Milk Truck
+## Screenshot
+
+![screenshot](screenshot/screenshot.gif)
+
+## License Information
+
+Donated by Cesium for glTF testing.  Please follow the [Cesium Trademark Terms and Conditions](https://github.com/AnalyticalGraphicsInc/cesium/wiki/CesiumTrademark.pdf).

+ 0 - 1
examples/models/gltf/CesiumMilkTruck/README.txt

@@ -1 +0,0 @@
-Donated by Cesium for glTF testing.  Please follow the Cesium Trademark Terms and Conditions: https://github.com/AnalyticalGraphicsInc/cesium/wiki/CesiumTrademark.pdf

BIN
examples/models/gltf/CesiumMilkTruck/glTF-Binary/CesiumMilkTruck.glb


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+ 510 - 0
examples/models/gltf/CesiumMilkTruck/glTF-Embedded/CesiumMilkTruck.gltf


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+ 495 - 462
examples/models/gltf/CesiumMilkTruck/glTF-MaterialsCommon/CesiumMilkTruck.gltf


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examples/models/gltf/CesiumMilkTruck/glTF-MaterialsCommon/CesiumMilkTruck.png


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examples/models/gltf/CesiumMilkTruck/glTF-MaterialsCommon/CesiumMilkTruck0.bin


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+ 540 - 0
examples/models/gltf/CesiumMilkTruck/glTF-pbrSpecularGlossiness/CesiumMilkTruck.gltf


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examples/models/gltf/CesiumMilkTruck/glTF-pbrSpecularGlossiness/CesiumMilkTruck.png


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examples/models/gltf/CesiumMilkTruck/glTF-pbrSpecularGlossiness/CesiumMilkTruck0.bin


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+ 564 - 0
examples/models/gltf/CesiumMilkTruck/glTF-techniqueWebGL/CesiumMilkTruck.gltf


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examples/models/gltf/CesiumMilkTruck/glTF-techniqueWebGL/CesiumMilkTruck.png


BIN
examples/models/gltf/CesiumMilkTruck/glTF-techniqueWebGL/CesiumMilkTruck0.bin


+ 9 - 7
examples/models/gltf/CesiumMilkTruck/glTF/CesiumMilkTruck1VS.glsl → examples/models/gltf/CesiumMilkTruck/glTF-techniqueWebGL/CesiumMilkTruck0.vert

@@ -1,15 +1,17 @@
 precision highp float;
+uniform mat4 u_modelViewMatrix;
+uniform mat4 u_projectionMatrix;
+uniform mat3 u_normalMatrix;
 attribute vec3 a_position;
+varying vec3 v_position;
 attribute vec3 a_normal;
 varying vec3 v_normal;
-uniform mat3 u_normalMatrix;
-uniform mat4 u_modelViewMatrix;
-uniform mat4 u_projectionMatrix;
 attribute vec2 a_texcoord0;
 varying vec2 v_texcoord0;
 void main(void) {
-vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);
-v_normal = u_normalMatrix * a_normal;
-v_texcoord0 = a_texcoord0;
-gl_Position = u_projectionMatrix * pos;
+    vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);
+    v_position = pos.xyz;
+    gl_Position = u_projectionMatrix * pos;
+    v_normal = u_normalMatrix * a_normal;
+    v_texcoord0 = a_texcoord0;
 }

+ 32 - 0
examples/models/gltf/CesiumMilkTruck/glTF-techniqueWebGL/CesiumMilkTruck1.frag

@@ -0,0 +1,32 @@
+precision highp float;
+uniform sampler2D u_diffuse;
+uniform vec4 u_specular;
+uniform float u_shininess;
+uniform float u_transparency;
+uniform vec3 u_light0Color;
+varying vec3 v_position;
+varying vec3 v_normal;
+varying vec2 v_texcoord0;
+void main(void) {
+    vec3 normal = normalize(v_normal);
+    vec4 diffuse = texture2D(u_diffuse, v_texcoord0);
+    vec3 diffuseLight = vec3(0.0, 0.0, 0.0);
+    vec3 specular = u_specular.rgb;
+    vec3 specularLight = vec3(0.0, 0.0, 0.0);
+    vec3 ambient = diffuse.rgb;
+    vec3 viewDir = -normalize(v_position);
+    vec3 ambientLight = vec3(0.0, 0.0, 0.0);
+    {
+        ambientLight += u_light0Color;
+    }
+    vec3 l = vec3(0.0, 0.0, 1.0);
+    diffuseLight += vec3(1.0, 1.0, 1.0) * max(dot(normal, l), 0.); 
+    vec3 reflectDir = reflect(-l, normal);
+    float specularIntensity = max(0., pow(max(dot(reflectDir, viewDir), 0.), u_shininess));
+    specularLight += vec3(1.0, 1.0, 1.0) * specularIntensity;
+    vec3 color = vec3(0.0, 0.0, 0.0);
+    color += diffuse.rgb * diffuseLight;
+    color += specular * specularLight;
+    color += ambient * ambientLight;
+    gl_FragColor = vec4(color * diffuse.a * u_transparency, diffuse.a * u_transparency);
+}

+ 8 - 6
examples/models/gltf/CesiumMilkTruck/glTF/CesiumMilkTruck0VS.glsl → examples/models/gltf/CesiumMilkTruck/glTF-techniqueWebGL/CesiumMilkTruck2.vert

@@ -1,12 +1,14 @@
 precision highp float;
+uniform mat4 u_modelViewMatrix;
+uniform mat4 u_projectionMatrix;
+uniform mat3 u_normalMatrix;
 attribute vec3 a_position;
+varying vec3 v_position;
 attribute vec3 a_normal;
 varying vec3 v_normal;
-uniform mat3 u_normalMatrix;
-uniform mat4 u_modelViewMatrix;
-uniform mat4 u_projectionMatrix;
 void main(void) {
-vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);
-v_normal = u_normalMatrix * a_normal;
-gl_Position = u_projectionMatrix * pos;
+    vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);
+    v_position = pos.xyz;
+    gl_Position = u_projectionMatrix * pos;
+    v_normal = u_normalMatrix * a_normal;
 }

+ 31 - 0
examples/models/gltf/CesiumMilkTruck/glTF-techniqueWebGL/CesiumMilkTruck3.frag

@@ -0,0 +1,31 @@
+precision highp float;
+uniform vec4 u_diffuse;
+uniform vec4 u_specular;
+uniform float u_shininess;
+uniform float u_transparency;
+uniform vec3 u_light0Color;
+varying vec3 v_position;
+varying vec3 v_normal;
+void main(void) {
+    vec3 normal = normalize(v_normal);
+    vec4 diffuse = u_diffuse;
+    vec3 diffuseLight = vec3(0.0, 0.0, 0.0);
+    vec3 specular = u_specular.rgb;
+    vec3 specularLight = vec3(0.0, 0.0, 0.0);
+    vec3 ambient = diffuse.rgb;
+    vec3 viewDir = -normalize(v_position);
+    vec3 ambientLight = vec3(0.0, 0.0, 0.0);
+    {
+        ambientLight += u_light0Color;
+    }
+    vec3 l = vec3(0.0, 0.0, 1.0);
+    diffuseLight += vec3(1.0, 1.0, 1.0) * max(dot(normal, l), 0.); 
+    vec3 reflectDir = reflect(-l, normal);
+    float specularIntensity = max(0., pow(max(dot(reflectDir, viewDir), 0.), u_shininess));
+    specularLight += vec3(1.0, 1.0, 1.0) * specularIntensity;
+    vec3 color = vec3(0.0, 0.0, 0.0);
+    color += diffuse.rgb * diffuseLight;
+    color += specular * specularLight;
+    color += ambient * ambientLight;
+    gl_FragColor = vec4(color * diffuse.a * u_transparency, diffuse.a * u_transparency);
+}

BIN
examples/models/gltf/CesiumMilkTruck/glTF/CesiumMilkTruck.bin


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+                "baseColorTexture": {
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-            "name": "Wheels",
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-                    },
-                    "indices": "accessor_96",
-                    "material": "Effect-wheels",
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+    ],
+    "textures": [
+        {
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+            "source": 0
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-        "Geometry-mesh002": {
-            "name": "Cesium_Milk_Truck",
-            "primitives": [
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-            "name": "Cesium_Milk_Truck"
-        },
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-            "children": [
-                "txtrLocator003Node",
-                "txtrLocator013Node"
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-            "fragmentShader": "CesiumMilkTruck0FS",
-            "vertexShader": "CesiumMilkTruck0VS"
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-                "a_position",
-                "a_texcoord0"
-            ],
-            "fragmentShader": "CesiumMilkTruck1FS",
-            "vertexShader": "CesiumMilkTruck1VS"
+    ],
+    "images": [
+        {
+            "uri": "CesiumMilkTruck.png"
         }
-    },
-    "samplers": {
-        "sampler_0": {
+    ],
+    "samplers": [
+        {
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             "wrapT": 10497
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-            "uri": "CesiumMilkTruck0FS.glsl"
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-        }
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-            "uniforms": {
-                "u_diffuse": "diffuse",
-                "u_modelViewMatrix": "modelViewMatrix",
-                "u_normalMatrix": "normalMatrix",
-                "u_projectionMatrix": "projectionMatrix",
-                "u_shininess": "shininess",
-                "u_specular": "specular"
-            }
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-                "u_normalMatrix": "normalMatrix",
-                "u_projectionMatrix": "projectionMatrix",
-                "u_shininess": "shininess",
-                "u_specular": "specular"
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-            "sampler": "sampler_0",
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+        {
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+            "uri": "CesiumMilkTruck0.bin"
         }
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+}

BIN
examples/models/gltf/CesiumMilkTruck/glTF/CesiumMilkTruck.png


BIN
examples/models/gltf/CesiumMilkTruck/glTF-MaterialsCommon/CesiumMilkTruck.bin → examples/models/gltf/CesiumMilkTruck/glTF/CesiumMilkTruck0.bin


+ 0 - 17
examples/models/gltf/CesiumMilkTruck/glTF/CesiumMilkTruck0FS.glsl

@@ -1,17 +0,0 @@
-precision highp float;
-varying vec3 v_normal;
-uniform vec4 u_diffuse;
-uniform vec4 u_specular;
-uniform float u_shininess;
-void main(void) {
-vec3 normal = normalize(v_normal);
-vec4 color = vec4(0., 0., 0., 0.);
-vec4 diffuse = vec4(0., 0., 0., 1.);
-vec4 specular;
-diffuse = u_diffuse;
-specular = u_specular;
-diffuse.xyz *= max(dot(normal,vec3(0.,0.,1.)), 0.);
-color.xyz += diffuse.xyz;
-color = vec4(color.rgb * diffuse.a, diffuse.a);
-gl_FragColor = color;
-}

+ 0 - 18
examples/models/gltf/CesiumMilkTruck/glTF/CesiumMilkTruck1FS.glsl

@@ -1,18 +0,0 @@
-precision highp float;
-varying vec3 v_normal;
-varying vec2 v_texcoord0;
-uniform sampler2D u_diffuse;
-uniform vec4 u_specular;
-uniform float u_shininess;
-void main(void) {
-vec3 normal = normalize(v_normal);
-vec4 color = vec4(0., 0., 0., 0.);
-vec4 diffuse = vec4(0., 0., 0., 1.);
-vec4 specular;
-diffuse = texture2D(u_diffuse, v_texcoord0);
-specular = u_specular;
-diffuse.xyz *= max(dot(normal,vec3(0.,0.,1.)), 0.);
-color.xyz += diffuse.xyz;
-color = vec4(color.rgb * diffuse.a, diffuse.a);
-gl_FragColor = color;
-}

BIN
examples/models/gltf/CesiumMilkTruck/screenshot/screenshot.gif


+ 7 - 0
examples/models/gltf/duck/README.txt → examples/models/gltf/Duck/README.md

@@ -1,3 +1,10 @@
+# Duck
+## Screenshot
+
+![screenshot](screenshot/screenshot.png)
+
+## License Information
+
 Copyright 2006 Sony Computer Entertainment Inc.
 
 Licensed under the SCEA Shared Source License, Version 1.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at:

BIN
examples/models/gltf/duck/glTF/duck.bin → examples/models/gltf/Duck/glTF-Binary/Duck.glb


File diff suppressed because it is too large
+ 198 - 0
examples/models/gltf/Duck/glTF-Embedded/Duck.gltf


File diff suppressed because it is too large
+ 246 - 0
examples/models/gltf/Duck/glTF-MaterialsCommon/Duck.gltf


BIN
examples/models/gltf/Duck/glTF-MaterialsCommon/Duck0.bin


BIN
examples/models/gltf/Duck/glTF-MaterialsCommon/DuckCM.png


File diff suppressed because it is too large
+ 213 - 0
examples/models/gltf/Duck/glTF-pbrSpecularGlossiness/Duck.gltf


BIN
examples/models/gltf/Duck/glTF-pbrSpecularGlossiness/Duck0.bin


BIN
examples/models/gltf/Duck/glTF-pbrSpecularGlossiness/DuckCM.png


File diff suppressed because it is too large
+ 218 - 0
examples/models/gltf/Duck/glTF-techniqueWebGL/Duck.gltf


BIN
examples/models/gltf/Duck/glTF-techniqueWebGL/Duck0.bin


+ 11 - 11
examples/models/gltf/duck/glTF/duck0VS.glsl → examples/models/gltf/Duck/glTF-techniqueWebGL/Duck0.vert

@@ -1,20 +1,20 @@
 precision highp float;
+uniform mat4 u_modelViewMatrix;
+uniform mat4 u_projectionMatrix;
+uniform mat3 u_normalMatrix;
+uniform mat4 u_light0Transform;
 attribute vec3 a_position;
+varying vec3 v_position;
 attribute vec3 a_normal;
 varying vec3 v_normal;
-uniform mat3 u_normalMatrix;
-uniform mat4 u_modelViewMatrix;
-uniform mat4 u_projectionMatrix;
 attribute vec2 a_texcoord0;
 varying vec2 v_texcoord0;
 varying vec3 v_light0Direction;
-varying vec3 v_position;
-uniform mat4 u_light0Transform;
 void main(void) {
-vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);
-v_normal = u_normalMatrix * a_normal;
-v_texcoord0 = a_texcoord0;
-v_position = pos.xyz;
-v_light0Direction = mat3(u_light0Transform) * vec3(0.,0.,1.);
-gl_Position = u_projectionMatrix * pos;
+    vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);
+    v_position = pos.xyz;
+    gl_Position = u_projectionMatrix * pos;
+    v_normal = u_normalMatrix * a_normal;
+    v_texcoord0 = a_texcoord0;
+    v_light0Direction = mat3(u_light0Transform) * vec3(0., 0., 1.);
 }

+ 38 - 0
examples/models/gltf/Duck/glTF-techniqueWebGL/Duck1.frag

@@ -0,0 +1,38 @@
+precision highp float;
+uniform vec4 u_ambient;
+uniform sampler2D u_diffuse;
+uniform vec4 u_emission;
+uniform vec4 u_specular;
+uniform float u_shininess;
+uniform float u_transparency;
+uniform vec3 u_light0Color;
+varying vec3 v_position;
+varying vec3 v_normal;
+varying vec2 v_texcoord0;
+varying vec3 v_light0Direction;
+void main(void) {
+    vec3 normal = normalize(v_normal);
+    vec4 diffuse = texture2D(u_diffuse, v_texcoord0);
+    vec3 diffuseLight = vec3(0.0, 0.0, 0.0);
+    vec3 specular = u_specular.rgb;
+    vec3 specularLight = vec3(0.0, 0.0, 0.0);
+    vec3 emission = u_emission.rgb;
+    vec3 ambient = u_ambient.rgb;
+    vec3 viewDir = -normalize(v_position);
+    vec3 ambientLight = vec3(0.0, 0.0, 0.0);
+    {
+    vec3 l = normalize(v_light0Direction);
+    float attenuation = 1.0;
+    diffuseLight += u_light0Color * max(dot(normal, l), 0.) * attenuation;
+    vec3 h = normalize(l + viewDir);
+    float specularIntensity = max(0., pow(max(dot(normal, h), 0.), u_shininess)) * attenuation;
+    specularLight += u_light0Color * specularIntensity;
+    }
+    ambientLight += vec3(0.2, 0.2, 0.2);
+    vec3 color = vec3(0.0, 0.0, 0.0);
+    color += diffuse.rgb * diffuseLight;
+    color += specular * specularLight;
+    color += emission;
+    color += ambient * ambientLight;
+    gl_FragColor = vec4(color * diffuse.a * u_transparency, diffuse.a * u_transparency);
+}

BIN
examples/models/gltf/Duck/glTF-techniqueWebGL/DuckCM.png


+ 238 - 0
examples/models/gltf/Duck/glTF/Duck.gltf

@@ -0,0 +1,238 @@
+{
+    "asset": {
+        "generator": "COLLADA2GLTF",
+        "version": "2.0"
+    },
+    "scene": 0,
+    "scenes": [
+        {
+            "nodes": [
+                0
+            ]
+        }
+    ],
+    "nodes": [
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+                3,
+                2,
+                1
+            ],
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+                0.009999999776482582,
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+                0.009999999776482582,
+                0.0,
+                0.0,
+                0.0,
+                0.0,
+                1.0
+            ]
+        },
+        {
+            "matrix": [
+                -0.9546916484832764,
+                0.2181433141231537,
+                -0.2024286538362503,
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+                0.014671952463686468,
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+                0.7001089453697205,
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+                148.6540069580078,
+                183.6720123291016,
+                -292.1790161132813,
+                1.0
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+        {
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+                0.5364750623703003,
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+                0.0,
+                400.1130065917969,
+                463.2640075683594,
+                -431.0780334472656,
+                1.0
+            ],
+            "camera": 0
+        },
+        {
+            "mesh": 0
+        }
+    ],
+    "cameras": [
+        {
+            "perspective": {
+                "aspectRatio": 1.5,
+                "yfov": 0.6605925559997559,
+                "zfar": 10000.0,
+                "znear": 1.0
+            },
+            "type": "perspective"
+        }
+    ],
+    "meshes": [
+        {
+            "primitives": [
+                {
+                    "attributes": {
+                        "NORMAL": 1,
+                        "POSITION": 2,
+                        "TEXCOORD_0": 3
+                    },
+                    "indices": 0,
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+            "uri": "DuckCM.png"
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+            "uri": "Duck0.bin"
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+}

BIN
examples/models/gltf/duck/glTF-MaterialsCommon/duck.bin → examples/models/gltf/Duck/glTF/Duck0.bin


BIN
examples/models/gltf/Duck/glTF/DuckCM.png


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examples/models/gltf/Duck/screenshot/screenshot.png


+ 8 - 0
examples/models/gltf/Monster/README.md

@@ -0,0 +1,8 @@
+# Monster
+## Screenshot
+
+![screenshot](screenshot/screenshot.gif)
+
+## License Information
+
+Model from: http://www.3drt.com/downloads.htm

BIN
examples/models/gltf/Monster/glTF-Binary/Monster.glb


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+ 4410 - 0
examples/models/gltf/Monster/glTF-Embedded/Monster.gltf


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+ 4439 - 0
examples/models/gltf/Monster/glTF-MaterialsCommon/Monster.gltf


+ 0 - 0
examples/models/gltf/monster/glTF-MaterialsCommon/monster.jpg → examples/models/gltf/Monster/glTF-MaterialsCommon/Monster.jpg


BIN
examples/models/gltf/Monster/glTF-MaterialsCommon/Monster0.bin


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+ 4425 - 0
examples/models/gltf/Monster/glTF-pbrSpecularGlossiness/Monster.gltf


+ 0 - 0
examples/models/gltf/monster/glTF/monster.jpg → examples/models/gltf/Monster/glTF-pbrSpecularGlossiness/Monster.jpg


BIN
examples/models/gltf/Monster/glTF-pbrSpecularGlossiness/Monster0.bin


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+ 4430 - 0
examples/models/gltf/Monster/glTF-techniqueWebGL/Monster.gltf


BIN
examples/models/gltf/Monster/glTF-techniqueWebGL/Monster.jpg


BIN
examples/models/gltf/Monster/glTF-techniqueWebGL/Monster0.bin


+ 24 - 0
examples/models/gltf/Monster/glTF-techniqueWebGL/Monster0.vert

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+precision highp float;
+uniform mat4 u_modelViewMatrix;
+uniform mat4 u_projectionMatrix;
+uniform mat3 u_normalMatrix;
+uniform mat4 u_jointMatrix[32];
+attribute vec3 a_position;
+varying vec3 v_position;
+attribute vec3 a_normal;
+varying vec3 v_normal;
+attribute vec2 a_texcoord0;
+varying vec2 v_texcoord0;
+attribute vec4 a_joint;
+attribute vec4 a_weight;
+void main(void) {
+    mat4 skinMat = a_weight.x * u_jointMatrix[int(a_joint.x)];
+    skinMat += a_weight.y * u_jointMatrix[int(a_joint.y)];
+    skinMat += a_weight.z * u_jointMatrix[int(a_joint.z)];
+    skinMat += a_weight.w * u_jointMatrix[int(a_joint.w)];
+    vec4 pos = u_modelViewMatrix * skinMat * vec4(a_position,1.0);
+    v_position = pos.xyz;
+    gl_Position = u_projectionMatrix * pos;
+    v_normal = u_normalMatrix * mat3(skinMat) * a_normal;
+    v_texcoord0 = a_texcoord0;
+}

+ 33 - 0
examples/models/gltf/Monster/glTF-techniqueWebGL/Monster1.frag

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+precision highp float;
+uniform vec4 u_ambient;
+uniform sampler2D u_diffuse;
+uniform vec4 u_emission;
+uniform vec4 u_specular;
+uniform float u_shininess;
+uniform float u_transparency;
+varying vec3 v_position;
+varying vec3 v_normal;
+varying vec2 v_texcoord0;
+void main(void) {
+    vec3 normal = normalize(v_normal);
+    vec4 diffuse = texture2D(u_diffuse, v_texcoord0);
+    vec3 diffuseLight = vec3(0.0, 0.0, 0.0);
+    vec3 specular = u_specular.rgb;
+    vec3 specularLight = vec3(0.0, 0.0, 0.0);
+    vec3 emission = u_emission.rgb;
+    vec3 ambient = u_ambient.rgb;
+    vec3 viewDir = -normalize(v_position);
+    vec3 ambientLight = vec3(0.0, 0.0, 0.0);
+    ambientLight += vec3(0.2, 0.2, 0.2);
+    vec3 l = vec3(0.0, 0.0, 1.0);
+    diffuseLight += vec3(1.0, 1.0, 1.0) * max(dot(normal, l), 0.); 
+    vec3 h = normalize(l + viewDir);
+    float specularIntensity = max(0., pow(max(dot(normal, h), 0.), u_shininess));
+    specularLight += vec3(1.0, 1.0, 1.0) * specularIntensity;
+    vec3 color = vec3(0.0, 0.0, 0.0);
+    color += diffuse.rgb * diffuseLight;
+    color += specular * specularLight;
+    color += emission;
+    color += ambient * ambientLight;
+    gl_FragColor = vec4(color * diffuse.a * u_transparency, diffuse.a * u_transparency);
+}

+ 4477 - 0
examples/models/gltf/Monster/glTF/Monster.gltf

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+{
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+ 8 - 0
examples/models/gltf/RiggedSimple/README.md

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+# Rigged Simple
+## Screenshot
+
+![screenshot](screenshot/screenshot.gif)
+
+## License Information
+
+Donated by [Cesium](http://cesiumjs.org/) for glTF testing.

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+ 533 - 0
examples/models/gltf/RiggedSimple/glTF-Embedded/RiggedSimple.gltf


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examples/models/gltf/RiggedSimple/glTF-MaterialsCommon/RiggedSimple.gltf


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+ 533 - 0
examples/models/gltf/RiggedSimple/glTF-pbrSpecularGlossiness/RiggedSimple.gltf


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+ 657 - 0
examples/models/gltf/RiggedSimple/glTF-techniqueWebGL/RiggedSimple.gltf


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+ 21 - 0
examples/models/gltf/RiggedSimple/glTF-techniqueWebGL/RiggedSimple0.vert

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+precision highp float;
+uniform mat4 u_modelViewMatrix;
+uniform mat4 u_projectionMatrix;
+uniform mat3 u_normalMatrix;
+uniform mat4 u_jointMatrix[2];
+attribute vec3 a_position;
+varying vec3 v_position;
+attribute vec3 a_normal;
+varying vec3 v_normal;
+attribute vec4 a_joint;
+attribute vec4 a_weight;
+void main(void) {
+    mat4 skinMat = a_weight.x * u_jointMatrix[int(a_joint.x)];
+    skinMat += a_weight.y * u_jointMatrix[int(a_joint.y)];
+    skinMat += a_weight.z * u_jointMatrix[int(a_joint.z)];
+    skinMat += a_weight.w * u_jointMatrix[int(a_joint.w)];
+    vec4 pos = u_modelViewMatrix * skinMat * vec4(a_position,1.0);
+    v_position = pos.xyz;
+    gl_Position = u_projectionMatrix * pos;
+    v_normal = u_normalMatrix * mat3(skinMat) * a_normal;
+}

+ 32 - 0
examples/models/gltf/RiggedSimple/glTF-techniqueWebGL/RiggedSimple1.frag

@@ -0,0 +1,32 @@
+precision highp float;
+uniform vec4 u_ambient;
+uniform vec4 u_diffuse;
+uniform vec4 u_emission;
+uniform vec4 u_specular;
+uniform float u_shininess;
+uniform float u_transparency;
+varying vec3 v_position;
+varying vec3 v_normal;
+void main(void) {
+    vec3 normal = normalize(v_normal);
+    vec4 diffuse = u_diffuse;
+    vec3 diffuseLight = vec3(0.0, 0.0, 0.0);
+    vec3 specular = u_specular.rgb;
+    vec3 specularLight = vec3(0.0, 0.0, 0.0);
+    vec3 emission = u_emission.rgb;
+    vec3 ambient = u_ambient.rgb;
+    vec3 viewDir = -normalize(v_position);
+    vec3 ambientLight = vec3(0.0, 0.0, 0.0);
+    ambientLight += vec3(0.2, 0.2, 0.2);
+    vec3 l = vec3(0.0, 0.0, 1.0);
+    diffuseLight += vec3(1.0, 1.0, 1.0) * max(dot(normal, l), 0.); 
+    vec3 reflectDir = reflect(-l, normal);
+    float specularIntensity = max(0., pow(max(dot(reflectDir, viewDir), 0.), u_shininess));
+    specularLight += vec3(1.0, 1.0, 1.0) * specularIntensity;
+    vec3 color = vec3(0.0, 0.0, 0.0);
+    color += diffuse.rgb * diffuseLight;
+    color += specular * specularLight;
+    color += emission;
+    color += ambient * ambientLight;
+    gl_FragColor = vec4(color * diffuse.a * u_transparency, diffuse.a * u_transparency);
+}

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