Adding a fallback to shader version 120 when version 130 failed to compile
parent
33bd5cfcfb
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910e0ddc5a
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@ -55,7 +55,26 @@ ENTITY = "entity"
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CAMERA = "camera"
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CAMERA = "camera"
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MESH = "mesh"
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MESH = "mesh"
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FLAT_VERTEX_SHADER = """
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FLAT_VERTEX_SHADER_120 = """
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#version 120
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uniform mat4 u_viewProjectionMatrix;
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uniform mat4 u_modelMatrix;
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uniform vec4 u_materialDiffuse;
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attribute vec3 a_vertex;
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varying vec4 v_color;
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void main(void)
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{
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v_color = u_materialDiffuse;
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gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0);
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}
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"""
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FLAT_VERTEX_SHADER_130 = """
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#version 130
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#version 130
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uniform mat4 u_viewProjectionMatrix;
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uniform mat4 u_viewProjectionMatrix;
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@ -74,7 +93,46 @@ void main(void)
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}
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}
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"""
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"""
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BASIC_VERTEX_SHADER = """
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BASIC_VERTEX_SHADER_120 = """
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#version 120
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uniform mat4 u_viewProjectionMatrix;
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uniform mat4 u_modelMatrix;
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uniform mat3 u_normalMatrix;
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uniform vec3 u_lightPos;
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uniform vec4 u_materialDiffuse;
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attribute vec3 a_vertex;
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attribute vec3 a_normal;
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varying vec4 v_color;
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void main(void)
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{
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// Now the normal is in world space, as we pass the light in world space.
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vec3 normal = u_normalMatrix * a_normal;
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float dist = distance(a_vertex, u_lightPos);
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// go to https://www.desmos.com/calculator/nmnaud1hrw to play with the parameters
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// att is not used for now
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float att=1.0/(1.0+0.8*dist*dist);
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vec3 surf2light = normalize(u_lightPos - a_vertex);
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vec3 norm = normalize(normal);
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float dcont=max(0.0,dot(norm,surf2light));
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float ambient = 0.3;
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float intensity = dcont + 0.3 + ambient;
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v_color = u_materialDiffuse * intensity;
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gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0);
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}
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"""
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BASIC_VERTEX_SHADER_130 = """
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#version 130
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#version 130
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uniform mat4 u_viewProjectionMatrix;
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uniform mat4 u_viewProjectionMatrix;
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@ -113,7 +171,17 @@ void main(void)
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}
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}
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"""
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"""
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BASIC_FRAGMENT_SHADER = """
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BASIC_FRAGMENT_SHADER_120 = """
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#version 120
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varying vec4 v_color;
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void main() {
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gl_FragColor = v_color;
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}
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"""
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BASIC_FRAGMENT_SHADER_130 = """
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#version 130
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#version 130
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in vec4 v_color;
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in vec4 v_color;
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@ -123,7 +191,42 @@ void main() {
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}
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}
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"""
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"""
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GOOCH_VERTEX_SHADER = """
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GOOCH_VERTEX_SHADER_120 = """
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#version 120
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// attributes
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attribute vec3 a_vertex; // xyz - position
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attribute vec3 a_normal; // xyz - normal
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// uniforms
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uniform mat4 u_modelMatrix;
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uniform mat4 u_viewProjectionMatrix;
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uniform mat3 u_normalMatrix;
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uniform vec3 u_lightPos;
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uniform vec3 u_camPos;
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// output data from vertex to fragment shader
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varying vec3 o_normal;
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varying vec3 o_lightVector;
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///////////////////////////////////////////////////////////////////
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void main(void)
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{
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// transform position and normal to world space
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vec4 positionWorld = u_modelMatrix * vec4(a_vertex, 1.0);
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vec3 normalWorld = u_normalMatrix * a_normal;
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// calculate and pass vectors required for lighting
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o_lightVector = u_lightPos - positionWorld.xyz;
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o_normal = normalWorld;
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// project world space position to the screen and output it
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gl_Position = u_viewProjectionMatrix * positionWorld;
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}
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"""
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GOOCH_VERTEX_SHADER_130 = """
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#version 130
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#version 130
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// attributes
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// attributes
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@ -158,7 +261,56 @@ void main(void)
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}
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}
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"""
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"""
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GOOCH_FRAGMENT_SHADER = """
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GOOCH_FRAGMENT_SHADER_120 = """
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#version 120
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// data from vertex shader
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varying vec3 o_normal;
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varying vec3 o_lightVector;
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// diffuse color of the object
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uniform vec4 u_materialDiffuse;
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// cool color of gooch shading
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uniform vec3 u_coolColor;
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// warm color of gooch shading
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uniform vec3 u_warmColor;
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// how much to take from object color in final cool color
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uniform float u_alpha;
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// how much to take from object color in final warm color
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uniform float u_beta;
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///////////////////////////////////////////////////////////
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void main(void)
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{
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// normlize vectors for lighting
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vec3 normalVector = normalize(o_normal);
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vec3 lightVector = normalize(o_lightVector);
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// intensity of diffuse lighting [-1, 1]
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float diffuseLighting = dot(lightVector, normalVector);
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// map intensity of lighting from range [-1; 1] to [0, 1]
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float interpolationValue = (1.0 + diffuseLighting)/2;
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//////////////////////////////////////////////////////////////////
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// cool color mixed with color of the object
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vec3 coolColorMod = u_coolColor + vec3(u_materialDiffuse) * u_alpha;
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// warm color mixed with color of the object
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vec3 warmColorMod = u_warmColor + vec3(u_materialDiffuse) * u_beta;
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// interpolation of cool and warm colors according
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// to lighting intensity. The lower the light intensity,
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// the larger part of the cool color is used
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vec3 colorOut = mix(coolColorMod, warmColorMod, interpolationValue);
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//////////////////////////////////////////////////////////////////
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// save color
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gl_FragColor.rgb = colorOut;
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gl_FragColor.a = 1;
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}
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"""
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GOOCH_FRAGMENT_SHADER_130 = """
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#version 130
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#version 130
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// data from vertex shader
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// data from vertex shader
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@ -207,10 +359,32 @@ void main(void)
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// save color
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// save color
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resultingColor.rgb = colorOut;
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resultingColor.rgb = colorOut;
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resultingColor.a = 1;
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resultingColor.a = 1;
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}
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}
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"""
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"""
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SILHOUETTE_VERTEX_SHADER = """
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SILHOUETTE_VERTEX_SHADER_120 = """
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#version 120
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attribute vec3 a_vertex; // xyz - position
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attribute vec3 a_normal; // xyz - normal
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uniform mat4 u_modelMatrix;
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uniform mat4 u_viewProjectionMatrix;
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uniform mat4 u_modelViewMatrix;
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uniform vec4 u_materialDiffuse;
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uniform float u_bordersize; // width of the border
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varying vec4 v_color;
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void main(void){
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v_color = u_materialDiffuse;
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float distToCamera = -(u_modelViewMatrix * vec4(a_vertex, 1.0)).z;
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vec4 tPos = vec4(a_vertex + a_normal * u_bordersize * distToCamera, 1.0);
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gl_Position = u_viewProjectionMatrix * u_modelMatrix * tPos;
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}
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"""
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SILHOUETTE_VERTEX_SHADER_130 = """
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#version 130
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#version 130
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in vec3 a_vertex; // xyz - position
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in vec3 a_vertex; // xyz - position
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@ -288,7 +462,17 @@ class PyAssimp3DViewer:
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glClearColor(0.18, 0.18, 0.18, 1.0)
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glClearColor(0.18, 0.18, 0.18, 1.0)
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self.prepare_shaders()
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shader_compilation_succeeded = False
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try:
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self.set_shaders_v130()
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self.prepare_shaders()
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except RuntimeError, message:
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sys.stderr.write("%s\n" % message)
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sys.stdout.write("Could not compile shaders in version 1.30, trying version 1.20\n")
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if not shader_compilation_succeeded:
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self.set_shaders_v120()
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self.prepare_shaders()
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self.scene = None
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self.scene = None
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self.meshes = {} # stores the OpenGL vertex/faces/normals buffers pointers
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self.meshes = {} # stores the OpenGL vertex/faces/normals buffers pointers
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@ -315,11 +499,29 @@ class PyAssimp3DViewer:
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self.is_panning = False
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self.is_panning = False
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self.is_zooming = False
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self.is_zooming = False
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def set_shaders_v120(self):
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self.BASIC_VERTEX_SHADER = BASIC_VERTEX_SHADER_120
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self.FLAT_VERTEX_SHADER = FLAT_VERTEX_SHADER_120
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self.SILHOUETTE_VERTEX_SHADER = SILHOUETTE_VERTEX_SHADER_120
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self.GOOCH_VERTEX_SHADER = GOOCH_VERTEX_SHADER_120
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self.BASIC_FRAGMENT_SHADER = BASIC_FRAGMENT_SHADER_120
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self.GOOCH_FRAGMENT_SHADER = GOOCH_FRAGMENT_SHADER_120
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def set_shaders_v130(self):
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self.BASIC_VERTEX_SHADER = BASIC_VERTEX_SHADER_130
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self.FLAT_VERTEX_SHADER = FLAT_VERTEX_SHADER_130
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self.SILHOUETTE_VERTEX_SHADER = SILHOUETTE_VERTEX_SHADER_130
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self.GOOCH_VERTEX_SHADER = GOOCH_VERTEX_SHADER_130
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self.BASIC_FRAGMENT_SHADER = BASIC_FRAGMENT_SHADER_130
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self.GOOCH_FRAGMENT_SHADER = GOOCH_FRAGMENT_SHADER_130
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def prepare_shaders(self):
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def prepare_shaders(self):
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### Base shader
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### Base shader
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vertex = shaders.compileShader(BASIC_VERTEX_SHADER, GL_VERTEX_SHADER)
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vertex = shaders.compileShader(self.BASIC_VERTEX_SHADER, GL_VERTEX_SHADER)
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fragment = shaders.compileShader(BASIC_FRAGMENT_SHADER, GL_FRAGMENT_SHADER)
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fragment = shaders.compileShader(self.BASIC_FRAGMENT_SHADER, GL_FRAGMENT_SHADER)
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self.shader = shaders.compileProgram(vertex, fragment)
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self.shader = shaders.compileProgram(vertex, fragment)
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@ -332,7 +534,7 @@ class PyAssimp3DViewer:
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'a_normal'), self.shader)
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'a_normal'), self.shader)
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### Flat shader
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### Flat shader
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flatvertex = shaders.compileShader(FLAT_VERTEX_SHADER, GL_VERTEX_SHADER)
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flatvertex = shaders.compileShader(self.FLAT_VERTEX_SHADER, GL_VERTEX_SHADER)
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self.flatshader = shaders.compileProgram(flatvertex, fragment)
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self.flatshader = shaders.compileProgram(flatvertex, fragment)
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self.set_shader_accessors(('u_modelMatrix',
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self.set_shader_accessors(('u_modelMatrix',
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@ -341,7 +543,7 @@ class PyAssimp3DViewer:
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('a_vertex',), self.flatshader)
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('a_vertex',), self.flatshader)
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### Silhouette shader
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### Silhouette shader
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silh_vertex = shaders.compileShader(SILHOUETTE_VERTEX_SHADER, GL_VERTEX_SHADER)
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silh_vertex = shaders.compileShader(self.SILHOUETTE_VERTEX_SHADER, GL_VERTEX_SHADER)
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self.silhouette_shader = shaders.compileProgram(silh_vertex, fragment)
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self.silhouette_shader = shaders.compileProgram(silh_vertex, fragment)
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self.set_shader_accessors(('u_modelMatrix',
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self.set_shader_accessors(('u_modelMatrix',
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@ -354,8 +556,8 @@ class PyAssimp3DViewer:
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'a_normal'), self.silhouette_shader)
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'a_normal'), self.silhouette_shader)
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### Gooch shader
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### Gooch shader
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gooch_vertex = shaders.compileShader(GOOCH_VERTEX_SHADER, GL_VERTEX_SHADER)
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gooch_vertex = shaders.compileShader(self.GOOCH_VERTEX_SHADER, GL_VERTEX_SHADER)
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gooch_fragment = shaders.compileShader(GOOCH_FRAGMENT_SHADER, GL_FRAGMENT_SHADER)
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gooch_fragment = shaders.compileShader(self.GOOCH_FRAGMENT_SHADER, GL_FRAGMENT_SHADER)
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self.gooch_shader = shaders.compileProgram(gooch_vertex, gooch_fragment)
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self.gooch_shader = shaders.compileProgram(gooch_vertex, gooch_fragment)
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self.set_shader_accessors(('u_modelMatrix',
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self.set_shader_accessors(('u_modelMatrix',
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