Real-time lighting + solar system rendering
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@@ -2,20 +2,22 @@ attribute vec4 a_position;
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attribute vec3 a_normal;
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attribute vec4 a_color;
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uniform mat4 u_projModelView;
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uniform mat4 u_proj;
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uniform mat4 u_trans;
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uniform vec3 u_lightdir;
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uniform vec3 u_ambientColor;
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varying vec4 v_col;
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const vec3 ambientColor = vec3(1.0);
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const vec3 ambientDir = normalize(vec3(1.0, 1.0, 1.0));
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const vec3 diffuse = vec3(0.3);
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const vec3 diffuse = vec3(0.2);
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const vec3 v1 = vec3(1.0, 0.0, 1.0);
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const vec3 v2 = vec3(1.0, 0.5, 0.0);
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void main(){
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vec3 norc = ambientColor * (diffuse + vec3(clamp((dot(a_normal, u_lightdir) + 1.0) / 2.0, 0.0, 1.0)));
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vec3 norc = u_ambientColor * (diffuse + vec3(clamp((dot(a_normal, u_lightdir) + 1.0) / 2.0, 0.0, 1.0)));
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v_col = a_color * vec4(norc, 1.0);
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gl_Position = u_projModelView * a_position;
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gl_Position = u_proj * u_trans * a_position;
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}
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@@ -1,12 +1,14 @@
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attribute vec4 a_position;
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attribute vec4 a_color;
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uniform mat4 u_projModelView;
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uniform mat4 u_proj;
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uniform mat4 u_trans;
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varying vec4 v_col;
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varying vec4 v_position;
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void main() {
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gl_Position = u_projModelView * a_position;
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gl_Position = u_proj * u_trans * a_position;
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v_col = a_color;
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v_position = a_position;
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}
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@@ -1,9 +1,9 @@
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attribute vec4 a_position;
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attribute vec3 a_normal;
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uniform mat4 u_projModelView;
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uniform mat4 u_proj;
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uniform mat4 u_trans;
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uniform vec3 u_center;
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uniform float u_time;
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uniform int u_octaves;
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uniform float u_falloff;
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@@ -100,8 +100,7 @@ float onoise(vec4 pos, int octaves, float falloff, float scl, float po){
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}
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void main(){
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vec3 center = u_center;
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vec4 pos = u_projModelView * (a_position);
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vec4 pos = a_position;
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float height = onoise(vec4(a_position.xyz, u_time + u_seed), u_octaves, u_falloff, u_scale, u_power);
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@@ -111,7 +110,5 @@ void main(){
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v_height = (height + (onoise(vec4(a_position.xyz, u_time + u_seed*2.0), u_octaves, u_falloff, u_scale, u_power) - 0.5) / 6.0 - 0.5) * u_spread + 0.5;
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vec3 rel = (-vec3(pos) + ((vec3(pos) - center) * dst + center));
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gl_Position = u_projModelView * (a_position + vec4(center.xyz, 0.0)) + vec4(rel, 0.0);
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gl_Position = u_proj * u_trans * a_position; //u_proj * (a_position + vec4(pos.xyz * (dst - 1.0), 0.0));
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}
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