+++ /dev/null
-#version 100
-precision highp float;
-varying vec2 c;
-varying vec2 z;
-
-void main() {
- float zx = z.x;
- float zy = z.y;
- const int maxiter = 64;
- for (int iter = maxiter; iter > 0; iter--) {
- float zx2 = zx * zx;
- float zy2 = zy * zy;
- if (zx2 * zy2 > 4.0) {
- float index = float(iter) / float(maxiter);
- gl_FragColor = vec4(index, 0.1, 1.0 - index / 2.0, 0.8 - index * index);
- return;
- }
- zy = zx * zy * 2.0 + c.y;
- zx = zx2 - zy2 + c.x;
- }
- gl_FragColor = vec4((sin(z.y) + 1.0) / 4.0,
- (sin(z.x) + 1.0) / 4.0,
- (sin(c.x) + 1.0) / 4.0,
- 1.0);
-}
+++ /dev/null
-#version 100
-uniform mat4 perspective;
-uniform mat4 view;
-uniform mat4 model;
-uniform vec2 z0;
-attribute mediump vec3 position;
-varying mediump vec2 c;
-varying mediump vec2 z;
-
-void main() {
- mat4 modelview = view * model;
- gl_Position = perspective * modelview * vec4(position, 1.0);
- c = vec2(position.x, position.y);
- z = vec2(z0.x, z0.y);
-}
+++ /dev/null
-#version 300 es
-precision lowp float;
-
-flat in vec4 color;
-out vec4 color_out;
-
-void main() {
- color_out = color;
-}
+++ /dev/null
-#version 300 es
-precision lowp float;
-
-in vec3 position;
-in vec3 normal;
-flat out vec4 color; // Shaded color
-
-uniform mat4 model;
-uniform mat4 perspview;
-uniform vec3 col;
-
-void main() {
- mat4 m = perspview * model;
- vec3 dark = col * 0.1;
- vec3 u_light = vec3( 0.5, -0.7, -0.6);
- vec3 v_normal = transpose(inverse(mat3(model))) * normal;
-
- float distance = model[3][2];
- float attenuation = 1. / (1. + distance * distance * 0.05);
- float brightness = max(dot(normalize(v_normal), normalize(u_light)) * attenuation, 0.0);
- color = vec4(mix(dark, col, brightness), 1.0);
-
- gl_Position = m * vec4(position, 1.0);
-}
+++ /dev/null
-#version 300 es
-precision lowp float;
-
-out vec4 color;
-
-void main() {
- color = vec4(1.0, 1.0, 1.0, 1.0);
-}
+++ /dev/null
-#version 300 es
-precision lowp float;
-
-in vec3 position;
-uniform mat4 perspective;
-uniform mat4 view;
-uniform mat4 model;
-
-void main() {
- mat4 modelview = view * model;
- gl_Position = perspective * modelview * vec4(position, 1.0);
-}