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Sleeping
| uniform mat4 u_matrix; | |
| uniform vec3 u_lightcolor; | |
| uniform lowp vec3 u_lightpos; | |
| uniform lowp float u_lightintensity; | |
| uniform float u_vertical_gradient; | |
| uniform lowp float u_opacity; | |
| attribute vec2 a_pos; | |
| attribute vec4 a_normal_ed; | |
| varying vec4 v_color; | |
| void main() { | |
| vec3 normal = a_normal_ed.xyz; | |
| base = max(0.0, base); | |
| height = max(0.0, height); | |
| float t = mod(normal.x, 2.0); | |
| gl_Position = u_matrix * vec4(a_pos, t > 0.0 ? height : base, 1); | |
| // Relative luminance (how dark/bright is the surface color?) | |
| float colorvalue = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722; | |
| v_color = vec4(0.0, 0.0, 0.0, 1.0); | |
| // Add slight ambient lighting so no extrusions are totally black | |
| vec4 ambientlight = vec4(0.03, 0.03, 0.03, 1.0); | |
| color += ambientlight; | |
| // Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray | |
| float directional = clamp(dot(normal / 16384.0, u_lightpos), 0.0, 1.0); | |
| // Adjust directional so that | |
| // the range of values for highlight/shading is narrower | |
| // with lower light intensity | |
| // and with lighter/brighter surface colors | |
| directional = mix((1.0 - u_lightintensity), max((1.0 - colorvalue + u_lightintensity), 1.0), directional); | |
| // Add gradient along z axis of side surfaces | |
| if (normal.y != 0.0) { | |
| // This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient, | |
| // and otherwise calculates the gradient based on base + height | |
| directional *= ( | |
| (1.0 - u_vertical_gradient) + | |
| (u_vertical_gradient * clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0))); | |
| } | |
| // Assign final color based on surface + ambient light color, diffuse light directional, and light color | |
| // with lower bounds adjusted to hue of light | |
| // so that shading is tinted with the complementary (opposite) color to the light color | |
| v_color.r += clamp(color.r * directional * u_lightcolor.r, mix(0.0, 0.3, 1.0 - u_lightcolor.r), 1.0); | |
| v_color.g += clamp(color.g * directional * u_lightcolor.g, mix(0.0, 0.3, 1.0 - u_lightcolor.g), 1.0); | |
| v_color.b += clamp(color.b * directional * u_lightcolor.b, mix(0.0, 0.3, 1.0 - u_lightcolor.b), 1.0); | |
| v_color *= u_opacity; | |
| } | |