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- const ShaderLib = {
- common: {
- vertexShader:
- `#version 450
- NODE_HEADER_ATTRIBUTES
- NODE_HEADER_UNIFORMS
- NODE_HEADER_VARYS
- void main(){
- NODE_BODY_VARYS
- NODE_BODY_VARS
- gl_Position = NODE_MVP;
- }`,
- fragmentShader:
- `#version 450
- NODE_HEADER_ATTRIBUTES
- NODE_HEADER_UNIFORMS
- NODE_HEADER_VARYS
- layout(location = 0) out vec4 outColor;
- void main() {
- NODE_BODY_VARS
- MaterialDiffuseColor = vec4( 1.0 );
- #ifdef NODE_COLOR
- NODE_CODE_COLOR
- MaterialDiffuseColor = NODE_COLOR;
- #endif
- #ifdef NODE_OPACITY
- NODE_CODE_OPACITY
- MaterialDiffuseColor.a *= NODE_OPACITY;
- #endif
- #ifdef NODE_LIGHT
- NODE_CODE_LIGHT
- outColor.rgb = NODE_LIGHT;
- outColor.a = MaterialDiffuseColor.a;
- #else
- outColor = MaterialDiffuseColor;
- #endif
- }`
- },
- phong: {
- vertexShader:
- `#version 450
- NODE_HEADER_ATTRIBUTES
- NODE_HEADER_UNIFORMS
- NODE_HEADER_VARYS
- void main(){
- NODE_BODY_VARYS
- NODE_BODY_VARS
- gl_Position = NODE_MVP;
- }`,
- fragmentShader:
- `#version 450
- NODE_HEADER_ATTRIBUTES
- NODE_HEADER_UNIFORMS
- NODE_HEADER_VARYS
- layout(location = 0) out vec4 outColor;
- void main() {
- NODE_BODY_VARS
- MaterialDiffuseColor = vec4( 1.0 );
- MaterialSpecularColor = vec3( 1.0 );
- MaterialSpecularShininess = 30.0;
- NODE_CODE_COLOR
- MaterialDiffuseColor = NODE_COLOR;
- NODE_CODE_OPACITY
- MaterialDiffuseColor.a *= NODE_OPACITY;
- NODE_CODE_SPECULAR
- MaterialSpecularColor = NODE_SPECULAR;
- NODE_CODE_SHININESS
- MaterialSpecularShininess = NODE_SHININESS;
- #ifdef NODE_LIGHT
- NODE_CODE_LIGHT
- outColor.rgb = NODE_LIGHT;
- outColor.a = MaterialDiffuseColor.a;
- #else
- outColor = MaterialDiffuseColor;
- #endif
- }`
- }
- };
- export default ShaderLib;
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