42_ft_transcendence/frontend/static/js/3D/shaders.js
2024-03-31 10:59:39 +02:00

88 lines
2.1 KiB
JavaScript

const vertex_shader_source = `
attribute vec4 aPos;
attribute vec3 aNormal;
uniform mat4 uMod;
uniform mat4 uView;
uniform mat4 uProj;
uniform mat4 uNormalMat;
varying highp vec3 vLighting;
void main()
{
gl_Position = uProj * uView * uMod * aPos;
highp vec3 ambientLight = vec3(0.3, 0.3, 0.3);
highp vec3 directionalLightColor = vec3(1, 1, 1);
highp vec3 directionalVector = normalize(vec3(1, 15, -1.75));
highp vec4 transformedNormal = uNormalMat * vec4(aNormal, 1.0);
highp float directional = max(dot(transformedNormal.xyz, directionalVector), 0.0);
vLighting = ambientLight + (directionalLightColor * directional);
}
`;
const fragment_shader_source = `
varying highp vec3 vLighting;
void main()
{
highp vec3 color = vec3(1.0, 1.0, 1.0);
gl_FragColor = vec4(color * vLighting, 1.0);
}
`;
export function initShaderProgram(gl)
{
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vertex_shader_source);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fragment_shader_source);
const prog = gl.createProgram();
gl.attachShader(prog, vertexShader);
gl.attachShader(prog, fragmentShader);
gl.linkProgram(prog);
shaderInfos = {
program: prog,
attribLocations: {
vertexPosition: gl.getAttribLocation(prog, "aPos"),
vertexNormal: gl.getAttribLocation(prog, "aNormal"),
},
uniformLocations: {
projectionMatrix: gl.getUniformLocation(prog, "uProj"),
modelMatrix: gl.getUniformLocation(prog, "uMod"),
viewMatrix: gl.getUniformLocation(prog, "uView"),
normalMatrix: gl.getUniformLocation(prog, "uNormalMat"),
},
};
if(!gl.getProgramParameter(prog, gl.LINK_STATUS))
{
alert(`Unable to initialize the shader program: ${gl.getProgramInfoLog(prog)}`);
return null;
}
return prog;
}
function loadShader(gl, type, source)
{
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
{
alert(`An error occurred while compiling the shaders: ${gl.getShaderInfoLog(shader)}`);
gl.deleteShader(shader);
return null;
}
return shader;
}
export let shaderInfos;