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reflective1.html
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<!DOCTYPE html>
<html>
<head>
<!--
Ray Marching demo by Kevin Roast
- Lots of code/ideas for this demo come from reading:
http://www.iquilezles.org/www/material/nvscene2008/rwwtt.pdf
http://www.pouet.net/topic.php?which=7931&page=1
http://www.pouet.net/topic.php?which=7920&page=1
http://iquilezles.org/www/articles/distfunctions/distfunctions.htm
https://www.shadertoy.com/
If you want to understand this stuff read through the PDF and pouet.net links above!
-->
<script src="scripts/dat.gui.min.js"></script>
<script src="scripts/stats.min.js"></script>
<script id="vertex" type="x-shader">
attribute vec2 aVertexPosition;
void main()
{
gl_Position = vec4(aVertexPosition, 0.0, 1.0);
}
</script>
<script id="fragment" type="x-shader">
#ifdef GL_ES
precision highp float;
#endif
uniform float time;
uniform vec2 resolution;
uniform vec3 cameraPos;
uniform vec3 cameraLookat;
uniform vec3 lightDir;
uniform vec3 lightColour;
uniform float specular;
uniform float specularHardness;
uniform vec3 diffuse;
uniform float ambientFactor;
uniform bool occulsion;
uniform bool shadows;
uniform bool rotateWorld;
uniform float param;
//uniform bool antialias;
#define PI 3.14159265
#define AO_SAMPLES 4
#define RAY_DEPTH 256
#define MAX_DEPTH 32.0
#define DISTANCE_MIN 0.001
#define PI 3.14159265
#define FLOOR_YPOS -0.25
const vec2 delta = vec2(DISTANCE_MIN, 0.);
float Hash(in float n)
{
return fract(sin(n)*43758.5453123);
}
float Noise(in vec2 x)
{
vec2 p = floor(x);
vec2 f = fract(x);
f = f*f*(3.0-2.0*f);
float n = p.x + p.y*57.0;
float res = mix(mix( Hash(n+ 0.0), Hash(n+ 1.0),f.x),
mix( Hash(n+ 57.0), Hash(n+ 58.0),f.x),f.y);
return res;
}
vec3 RotateY(vec3 p, float a)
{
float c,s;
vec3 q=p;
c = cos(a);
s = sin(a);
p.x = c * q.x + s * q.z;
p.z = -s * q.x + c * q.z;
return p;
}
float Plane(vec3 p, vec3 n)
{
return dot(p, n);
}
const float rr = 1.0/sqrt(3.0);
float CubeFrame(vec3 p, vec3 c, float r)
{
r = r*mix(1.0,rr,.5);
p -= c;
p = abs(p);
float rr = r*.1;
p -= vec3(r-rr);
// whichever axis is most negative should be clamped to 0
if ( p.x < p.z ) p = p.zyx;
if ( p.y < p.z ) p = p.xzy;
p.z = max(0.0,p.z);
return length(p)-rr;
}
float Length8(vec2 p)
{
p = p*p; p = p*p; p = p*p;
return pow(p.x + p.y, 1.0/8.0);
}
float Torus88(vec3 p, vec2 t)
{
vec2 q = vec2(Length8(p.xz)-t.x,p.y);
return Length8(q)-t.y;
}
float Octahedron( vec3 p, vec3 c, float r )
{
p -= c;
vec2 s = vec2(1,-1)/sqrt(3.0);
return max(max(max(
abs(dot(p,s.xxx)),abs(dot(p,s.yyx))),
abs(dot(p,s.yxy))),abs(dot(p,s.xyy))) - r*mix(1.0,1.0/sqrt(3.0),.5);
}
vec3 ReplicateXZ(vec3 p, vec3 c)
{
return vec3(mod(p.x, c.x) - 0.5 * c.x, p.y, mod(p.z, c.z) - 0.5 * c.z);
}
vec2 pModPolar(vec2 p, float repetitions) {
float angle = 2.0*PI/repetitions;
float a = atan(p.y, p.x) + angle/2.0;
float r = length(p);
a = mod(a,angle) - angle/2.;
p = vec2(cos(a), sin(a))*r;
return p;
}
float smin(float a, float b, float k)
{
float h = clamp(0.5+0.5*(b-a)/k, 0.0, 1.0);
return mix(b, a, h) - k*h*(1.0-h);
}
float Objects(vec3 p, vec3 c)
{
vec2 polar = pModPolar(p.xz, 8.0);
vec3 q1 = vec3(polar.x, p.y, polar.y);
return
min(
smin(
length(q1-vec3(5.0+(sin(time*0.9)),0.5,0.0))-0.75,
Torus88(RotateY(vec3(p.x,p.y+cos(time*0.55)-1.0,p.z),time*1.1), vec2(2.5, 0.75)), 1.0
),
CubeFrame(q1, vec3(6.0,0.5,0.0), 1.30)
);
}
//#define NoiseSize 32.0
//#define NoiseRoughness 0.1
//+ (Noise(pos.xz*NoiseSize)*NoiseRoughness/NoiseSize)
float Dist(vec3 pos)
{
if (rotateWorld) pos = RotateY(pos, sin(time*0.25)*PI);
return min(
Plane(pos-vec3(0.,FLOOR_YPOS,0.), vec3(0.,1.,0.)),
Objects(pos, vec3(3.,0.,3.))
);
}
// Based on original by IQ
float CalcAO(vec3 p, vec3 n)
{
float r = 0.0;
float w = 1.0;
for (int i=1; i<=AO_SAMPLES; i++)
{
float d0 = float(i) * 0.3;
r += w * (d0 - Dist(p + n * d0));
w *= 0.5;
}
return 1.0 - r;
}
// Based on original by IQ
float SoftShadow(vec3 ro, vec3 rd)
{
float k = 16.0; // softness
float res = 1.0;
float t = 0.1; // min-t see http://www.iquilezles.org/www/articles/rmshadows/rmshadows.htm
for (int i=0; i<24; i++)
{
float h = Dist(ro + rd * t);
res = min(res, k*h/t);
t += h;
if (t > 32.0) break; // max-t
}
// NOTE: clamping max shadow occulsion
return clamp(res, 0.25, 1.0);
}
vec3 GetNormal(vec3 pos, float s)
{
if (pos.y < FLOOR_YPOS + DISTANCE_MIN)
{
return vec3(0.0,1.0,0.0);
}
else
{
vec3 n;
//n.x = s - Dist(pos - delta.xyy);
//n.y = s - Dist(pos - delta.yxy);
//n.z = s - Dist(pos - delta.yyx);
// NOTE: shortcut above creates artifacts, try tetraheral offsets i.e. 4 samples
n.x = Dist( pos + delta.xyy ) - Dist( pos - delta.xyy );
n.y = Dist( pos + delta.yxy ) - Dist( pos - delta.yxy );
n.z = Dist( pos + delta.yyx ) - Dist( pos - delta.yyx );
return normalize(n);
}
}
const vec3 check1 = vec3(0.6,0.25,0.2);
const vec3 check2 = vec3(0.8,0.83,0.81);
const float checkSize = 0.3;
// marble (from 'the surface king' TekF https://www.shadertoy.com/view/MdXSzX)
vec4 Marble(vec3 pos)
{
vec3 p = pos;
if (rotateWorld) p = RotateY(pos, sin(time*0.25)*PI);
// checkboard
vec3 marbleAxis;
vec3 board;
vec3 vein;
if (fract(p.x*checkSize)>.5)
{
if (fract(p.z*checkSize)>.5)
{
board = check1;
vein = vec3(1,.8,.5);
marbleAxis = normalize(vec3(1,-3,2)); // move normalize out
}
else
{
board = check2;
vein = vec3(.1,0,0);
marbleAxis = normalize(vec3(1,2,3));
}
}
else
{
if (fract(p.z*checkSize)>.5)
{
board = check2;
vein = vec3(.1,0,0);
vein = normalize(vec3(1,2,3));
}
else
{
board = check1;
vein = vec3(1,.8,.5);
marbleAxis = normalize(vec3(1,-3,2));
}
}
vec3 mfp = (p + dot(p,marbleAxis)*marbleAxis*2.0)*2.0;
float marble = 0.0;
marble += abs(Noise(mfp.xz)-.5);
marble += abs(Noise(mfp.xz*2.0)-.5)/2.0;
marble += abs(Noise(mfp.xz*4.0)-.5)/4.0;
marble += abs(Noise(mfp.xz*8.0)-.5)/8.0;
marble /= 1.0-1.0/8.0;
marble = pow(1.0-clamp(marble,0.0,1.0),10.0); // curve to thin the veins
return vec4(mix( board, vein, marble ), marble);
}
const float floorDiffuse = 0.6;
const float floorSpecular = 1.2;
const float floorSpecularHardness = 64.0;
vec4 Shading(vec3 pos, vec3 rd, vec3 norm)
{
vec3 light;
float ref;
float ao = 1.0;
if (occulsion) ao = CalcAO(pos, norm);
vec3 heading = normalize(-rd + lightDir);
// simple pos test on pos.y for floor (see Dist() above) - different colour and no spec for floor
if (pos.y > FLOOR_YPOS+DISTANCE_MIN)
{
float spec = pow(max(0.0, dot(heading, norm)), specularHardness);
light = lightColour * max(0.0, dot(norm, lightDir));
light = (diffuse * light) + (spec * specular);
if (shadows) light *= SoftShadow(pos, lightDir);
light += ao * ambientFactor;
// sphere reflection
ref = 0.5;
}
else
{
float spec = pow(max(0.0, dot(heading, norm)), floorSpecularHardness);
vec4 marble = Marble(pos);
light = marble.rgb * max(0.0, dot(norm, lightDir));
light = (floorDiffuse * light) + (spec * (floorSpecular - marble.w));
if (shadows) light *= SoftShadow(pos, lightDir);
light += ao * ambientFactor;
// floor reflection
ref = 0.35;
}
return vec4(light, ref);
}
vec3 Sky(vec3 rd)
{
vec3 sky = mix( vec3(.8), vec3(0), exp2(-(1.0/max(rd.y,.01))*vec3(.4,.6,1.0)) );
float sunAmount = max(dot(rd, lightDir), 0.0);
sky += vec3(1.0,0.6,0.3) * sunAmount * sunAmount * .5 + vec3(1.0,0.6,0.3) * min(pow(sunAmount, 800.0), .3);
return sky;
}
// Camera function by TekF
// Compute ray fro8m camera parameters
vec3 GetRay(vec3 dir, vec2 pos)
{
pos = pos - 0.5;
pos.x *= resolution.x/resolution.y;
dir = normalize(dir);
vec3 right = normalize(cross(vec3(0.,1.,0.),dir));
vec3 up = normalize(cross(dir,right));
return dir + right*pos.x + up*pos.y;
}
// March - note the inout!
vec4 March(inout vec3 ro, inout vec3 rd)
{
float t = 0.0;
float d = 1.0;
for (int i=0; i<RAY_DEPTH; i++)
{
vec3 p = ro + rd * t;
d = Dist(p);
if (d < DISTANCE_MIN)
{
vec3 norm = GetNormal(p, d);
vec4 res = Shading(p, rd, norm);
res.rgb *= (1.0 - (res.a - diffuse));
// ray reflection - shift out again so not immediately hit same point
rd = reflect(rd, norm);
ro = p + (rd * DISTANCE_MIN);
return res;
}
t += d;
if (t >= MAX_DEPTH) break;
}
return vec4(Sky(rd), 0.0);
}
vec4 MarchEnd(vec3 ro, vec3 rd)
{
float t = 0.0;
float d = 1.0;
for (int i=0; i<RAY_DEPTH; i++)
{
vec3 p = ro + rd * t;
d = Dist(p);
if (d < DISTANCE_MIN)
{
vec3 norm = GetNormal(p, d);
return Shading(p, rd, norm);
}
t += d;
if (t >= MAX_DEPTH) break;
}
return vec4(Sky(rd), 0.0);
}
// Original method by David Hoskins
#define GAMMA 0.8
#define CONTRAST 1.1
#define SATURATION 1.2
#define BRIGHTNESS 1.1
vec3 PostEffects(vec3 rgb, vec2 xy)
{
rgb = pow(rgb, vec3(GAMMA));
rgb = mix(vec3(.5), mix(vec3(dot(vec3(.2125, .7154, .0721), rgb*BRIGHTNESS)), rgb*BRIGHTNESS, SATURATION), CONTRAST);
rgb *= .4+0.5*pow(40.0*xy.x*xy.y*(1.0-xy.x)*(1.0-xy.y), 0.2 );
return rgb;
}
void main()
{
const int ANTIALIAS_SAMPLES = 4;
//const int DOF_SAMPLES = 16;
//const bool dof = false;
vec3 cpos = cameraPos;
vec3 lookAt = cameraLookat;
if (rotateWorld) {
cpos.y = sin(time*0.5)*4.0 + 8.0;
cpos.x = cos(time*.25)*8.0 + 4.0;
lookAt.y = -sin(time*0.5)*4.0 - 8.0;
}
vec4 res = vec4(0.0);
/* if (antialias)
{
vec2 p;
float d_ang = 2.*PI / float(ANTIALIAS_SAMPLES);
float ang = d_ang * 0.33333;
float r = 0.5;
for (int i = 0; i < ANTIALIAS_SAMPLES; i++)
{
p = vec2((gl_FragCoord.x + cos(ang)*r) / resolution.x, (gl_FragCoord.y + sin(ang)*r) / resolution.y);
vec3 ro = cpos;
vec3 rd = normalize(GetRay(lookAt-cpos, p));
vec4 _res = March(ro, rd);
if (_res.a != 0.0) // reflection sample needed
{
vec4 res1 = March(ro, rd);
if (res1.a != 0.0) // another reflection sample needed
{
// add in colour from another reflection march step
_res.rgb += res1.rgb * _res.a * 0.666; // the amount of ref was returned on the first surface hit test - divide by number of reflection passes
vec4 res2 = MarchEnd(ro, rd);
_res.rgb += res2.rgb * _res.a * 0.333; // the amount of ref was returned on the first surface hit test - divide by number of reflection passes
}
else
{
// add in colour from a reflection march step
_res.rgb += res1.rgb * _res.a; // the amount of ref was returned on the first surface hit test - divide by number of reflection passes
}
}
res.rgb += _res.rgb;
ang += d_ang;
}
res.rgb /= float(ANTIALIAS_SAMPLES);
}
else
{*/
vec2 p = gl_FragCoord.xy / resolution.xy;
vec3 ro = cpos;
vec3 rd = normalize(GetRay(lookAt-cpos, p));
res = March(ro, rd);
if (res.a != 0.0) // reflection sample needed
{
vec4 res1 = March(ro, rd);
if (res1.a != 0.0) // another reflection sample needed
{
// add in colour from another reflection march step
res.rgb += res1.rgb * (res.a - diffuse) * 0.6;
vec4 res2 = MarchEnd(ro, rd);
/*if (res2.a != 0.0) // another reflection sample needed
{
// add in colour from another reflection march step
res.rgb += res2.rgb * (res.a - diffuse) * 0.3;
vec4 res3 = MarchEnd(ro, rd);
res.rgb += res3.rgb * (res.a - diffuse) * 0.1;
}
else*/
{
res.rgb += res2.rgb * (res.a - diffuse) * 0.4;
}
}
else
{
// add in colour from a reflection march step
res.rgb += res1.rgb * (res.a - diffuse);
}
}
//}
gl_FragColor = vec4(PostEffects(res.rgb, p), 1.0);
}
</script>
<script type="text/javascript">
var requestAnimationFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame || window.msRequestAnimationFrame ||
function(c) {window.setTimeout(c, 15)};
var config = {
camera: {
x: 9.0, y: 2.0, z: 6.0
},
lookat: {
x: 0.0, y: 0.0, z: -6.0
},
lightDir: {
x: 0.0, y: 2.4, z: 2.0
},
lightColour: {
r: 1.8, g: 1.5, b: 1.5
},
surface: {
specular: 1.0,
specularHardness: 16.0,
diffuse: 0.15,
ambientFactor: 0.2
},
global: {
occulsion: true,
shadows: true,
rotateWorld: true,
antialias: "None",// None|Classic
param: 0.5
}
};
var aspect, gl;
function init()
{
var pause = false;
document.addEventListener('keydown', function(e) {
switch (e.keyCode)
{
case 32: // SPACE
case 27: // ESC
pause = !pause;
break;
}
}, false);
// add GUI controls
var mobile = (navigator.userAgent.indexOf("Android") !== -1);
var gui = new dat.GUI();
var panel = gui.addFolder('Camera Position');
panel.add(config.camera, "x").min(-160.0).max(160.0).step(0.1);
panel.add(config.camera, "y").min(-16.0).max(16.0).step(0.1);
panel.add(config.camera, "z").min(-160.0).max(160.0).step(0.1);
//panel.open();
panel = gui.addFolder('Camera LookAt');
panel.add(config.lookat, "x").min(-160.0).max(160.0).step(0.1);
panel.add(config.lookat, "y").min(-16.0).max(16.0).step(0.1);
panel.add(config.lookat, "z").min(-160.0).max(160.0).step(0.1);
//if (!mobile) panel.open();
panel = gui.addFolder('Light Direction');
panel.add(config.lightDir, "x").min(-16.0).max(16.0).step(0.1);
panel.add(config.lightDir, "y").min(-16.0).max(16.0).step(0.1);
panel.add(config.lightDir, "z").min(-16.0).max(16.0).step(0.1);
if (!mobile) panel.open();
panel = gui.addFolder('Light Colour');
panel.add(config.lightColour, "r").min(0.0).max(3.0).step(0.1);
panel.add(config.lightColour, "g").min(0.0).max(3.0).step(0.1);
panel.add(config.lightColour, "b").min(0.0).max(3.0).step(0.1);
//if (!mobile) panel.open();
panel = gui.addFolder('Surface');
panel.add(config.surface, "specular").min(0).max(64);
panel.add(config.surface, "specularHardness").min(16).max(1024).step(16);
panel.add(config.surface, "diffuse").min(0).max(1).step(0.05);
panel.add(config.surface, "ambientFactor").min(0).max(1).step(0.05);
//panel.open();
panel = gui.addFolder('Global');
//panel.add(config.global, "antialias", ["None", "Classic"]).name("Anti Alias");
panel.add(config.global, "shadows").name("Shadows");
panel.add(config.global, "occulsion").name("Occlusion");
//panel.add(config.global, "rotateWorld").name("Rotate World");
//panel.add(config.global, "param").min(0.01).max(3.0).step(0.01);
if (!mobile) panel.open();
var stats = new Stats();
document.body.appendChild(stats.domElement);
// create webgl context on the canvas element
var canvas = document.getElementById("canvas");
aspect = canvas.width / canvas.height;
try
{
gl = canvas.getContext("experimental-webgl");
}
catch (e)
{
document.write("Whoops! No useful WEB-GL impl available. Shame on you and your browser vendor.<br>" + e.message);
return;
}
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// get the vertex and fragment shader source
var v = document.getElementById("vertex").firstChild.nodeValue;
var f = document.getElementById("fragment").firstChild.nodeValue;
// compile and link the shaders
var vs = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vs, v);
gl.compileShader(vs);
var fs = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fs, f);
gl.compileShader(fs);
var program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
// debug shader compile status
var error = false;
if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS))
{
error = true;
console.log(gl.getShaderInfoLog(vs));
}
if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS))
{
error = true;
console.log(gl.getShaderInfoLog(fs));
}
if (!gl.getProgramParameter(program, gl.LINK_STATUS))
{
error = true;
console.log(gl.getProgramInfoLog(program));
}
if (error) return;
var firstTime = Date.now();
(f = function() {
if (!pause)
{
stats.begin();
// create vertices to fill the canvas with a single quad
var vertices = new Float32Array(
[
-1, 1*aspect, 1, 1*aspect, 1, -1*aspect,
-1, 1*aspect, 1, -1*aspect, -1, -1*aspect
]);
var vbuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
var triCount = 2,
numItems = vertices.length / triCount;
gl.useProgram(program);
var time = (Date.now() - firstTime) / 1000.0;
program.time = gl.getUniformLocation(program, "time");
gl.uniform1f(program.time, time);
program.resolution = gl.getUniformLocation(program, "resolution");
gl.uniform2f(program.resolution, canvas.width, canvas.height);
program.cameraPos = gl.getUniformLocation(program, "cameraPos");
gl.uniform3f(program.cameraPos, config.camera.x, config.camera.y, config.camera.z);
program.cameraLookat = gl.getUniformLocation(program, "cameraLookat");
gl.uniform3f(program.cameraLookat, config.lookat.x, config.lookat.y, config.lookat.z);
program.lightDir = gl.getUniformLocation(program, "lightDir");
// pre normalise light dir
var x = config.lightDir.x, y = config.lightDir.y, z = config.lightDir.z;
var len = x*x + y*y + z*z;
len = 1.0 / Math.sqrt(len);
gl.uniform3f(program.lightDir, config.lightDir.x*len, config.lightDir.y*len, config.lightDir.z*len);
program.lightColour = gl.getUniformLocation(program, "lightColour");
gl.uniform3f(program.lightColour, config.lightColour.r, config.lightColour.g, config.lightColour.b);
program.specular = gl.getUniformLocation(program, "specular");
gl.uniform1f(program.specular, config.surface.specular);
program.specularHardness = gl.getUniformLocation(program, "specularHardness");
gl.uniform1f(program.specularHardness, config.surface.specularHardness);
program.diffuse = gl.getUniformLocation(program, "diffuse");
gl.uniform3f(program.diffuse, config.surface.diffuse,config.surface.diffuse,config.surface.diffuse);
program.ambientFactor = gl.getUniformLocation(program, "ambientFactor");
gl.uniform1f(program.ambientFactor, config.surface.ambientFactor);
program.rotateWorld = gl.getUniformLocation(program, "rotateWorld");
gl.uniform1f(program.rotateWorld, config.global.rotateWorld);
//program.antialias = gl.getUniformLocation(program, "antialias");
//gl.uniform1f(program.antialias, (config.global.antialias === "Classic"));
program.occulsion = gl.getUniformLocation(program, "occulsion");
gl.uniform1f(program.occulsion, config.global.occulsion);
program.shadows = gl.getUniformLocation(program, "shadows");
gl.uniform1f(program.shadows, config.global.shadows);
program.param = gl.getUniformLocation(program, "param");
gl.uniform1f(program.param, config.global.param);
program.aVertexPosition = gl.getAttribLocation(program, "aVertexPosition");
gl.enableVertexAttribArray(program.aVertexPosition);
gl.vertexAttribPointer(program.aVertexPosition, triCount, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, numItems);
stats.end();
//pause = true;
}
requestAnimationFrame(f);
})();
}
</script>
<script src="scripts/utils.js"></script>
<link rel="stylesheet" href="../../reset.css">
<link rel="stylesheet" href="./page.css">
<link href='http://fonts.googleapis.com/css?family=Open+Sans:400,300,600' rel='stylesheet' type='text/css'>
</head>
<body onload="init()">
<canvas id="canvas" width="768" height="512"></canvas>
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