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Update sample models to 2.0
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lasalvavida committed May 11, 2017
1 parent 62e302c commit ef49777
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4,593 changes: 4,593 additions & 0 deletions 2.0/2CylinderEngine/glTF-Embedded/2CylinderEngine.gltf

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4,485 changes: 4,485 additions & 0 deletions 2.0/2CylinderEngine/glTF-MaterialsCommon/2CylinderEngine.gltf

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4,599 changes: 4,599 additions & 0 deletions 2.0/2CylinderEngine/glTF-pbrSpecularGlossiness/2CylinderEngine.gltf

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5,437 changes: 5,437 additions & 0 deletions 2.0/2CylinderEngine/glTF-techniqueWebGL/2CylinderEngine.gltf

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20 changes: 20 additions & 0 deletions 2.0/2CylinderEngine/glTF-techniqueWebGL/2CylinderEngine0.vert
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precision highp float;
uniform mat4 u_modelViewMatrix;
uniform mat4 u_projectionMatrix;
uniform mat3 u_normalMatrix;
uniform mat4 u_light1Transform;
uniform mat4 u_light2Transform;
attribute vec3 a_position;
varying vec3 v_position;
attribute vec3 a_normal;
varying vec3 v_normal;
varying vec3 v_light1Direction;
varying vec3 v_light2Direction;
void main(void) {
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_light1Direction = mat3(u_light1Transform) * vec3(0., 0., 1.);
v_light2Direction = mat3(u_light2Transform) * vec3(0., 0., 1.);
}
50 changes: 50 additions & 0 deletions 2.0/2CylinderEngine/glTF-techniqueWebGL/2CylinderEngine1.frag
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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;
uniform vec3 u_light0Color;
uniform vec3 u_light1Color;
uniform vec3 u_light2Color;
varying vec3 v_position;
varying vec3 v_normal;
varying vec3 v_light1Direction;
varying vec3 v_light2Direction;
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 += u_light0Color;
}
{
vec3 l = normalize(v_light1Direction);
float attenuation = 1.0;
diffuseLight += u_light1Color * max(dot(normal, l), 0.) * attenuation;
vec3 reflectDir = reflect(-l, normal);
float specularIntensity = max(0., pow(max(dot(reflectDir, viewDir), 0.), u_shininess)) * attenuation;
specularLight += u_light1Color * specularIntensity;
}
{
vec3 l = normalize(v_light2Direction);
float attenuation = 1.0;
diffuseLight += u_light2Color * max(dot(normal, l), 0.) * attenuation;
vec3 reflectDir = reflect(-l, normal);
float specularIntensity = max(0., pow(max(dot(reflectDir, viewDir), 0.), u_shininess)) * attenuation;
specularLight += u_light2Color * 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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