I'm writing a 3D app for iOS. I'm new to OpenGL ES 2.0, so I'm still getting myself around writing basic shaders. I really need to implement a "Glow" effect on some of my models, based on the texturing.
Here's a sample:
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I'm looking for code examples for OpenGL ES 2.0. Most code I find on the internet is either for desktop OpenGL or D3D.
Any ideas?
First of all there are tons of algorithms and techniques to generate a glow effect. I just want to present one possibility.
Create a Material that is luminescent. For this I use a modified Blinn-Phong light model, where the direction to the light source is always the inverse direction of the normal vector of the fragment.
varying vec3 vertPos; varying vec3 vertNV; varying vec3 vertCol; uniform float u_glow; void main() { vec3 color = vertCol; float shininess = 10.0; vec3 normalV = normalize( vertNV ); vec3 eyeV = normalize( -vertPos ); vec3 halfV = normalize( eyeV + normalV ); float NdotH = max( 0.0, dot( normalV, halfV ) ); float glowFac = ( shininess + 2.0 ) * pow( NdotH, shininess ) / ( 2.0 * 3.14159265 ); gl_FragColor = vec4( u_glow * (0.1 + color.rgb * glowFac * 0.5), 1.0 ); }
In a second step a gaussian blur algorithm is performed on the output. The scene is written to frame buffer with a texture bound to the color plane. A screen space pass uses the texture as the input to blur the output.
For performance reasons, the blur algorithm is first performed along the X-axis of the viewport and in a further step along the Y-axis of the viewport.
varying vec2 vertPos; uniform sampler2D u_textureCol; uniform vec2 u_textureSize; uniform float u_sigma; uniform int u_width; float CalcGauss( float x, float sigma ) { float coeff = 1.0 / (2.0 * 3.14157 * sigma); float expon = -(x*x) / (2.0 * sigma); return (coeff*exp(expon)); } void main() { vec2 texC = vertPos.st * 0.5 + 0.5; vec4 texCol = texture( u_textureCol, texC ); vec4 gaussCol = vec4( texCol.rgb, 1.0 ); vec2 step = 1.0 / u_textureSize; for ( int i = 1; i <= u_width; ++ i ) { vec2 actStep = vec2( float(i) * step.x, 0.0 ); // this is for the X-axis // vec2 actStep = vec2( 0.0, float(i) * step.y ); this would be for the Y-axis float weight = CalcGauss( float(i) / float(u_width), u_sigma ); texCol = texture2D( u_textureCol, texC + actStep ); gaussCol += vec4( texCol.rgb * weight, weight ); texCol = texture2D( u_textureCol, texC - actStep ); gaussCol += vec4( texCol.rgb * weight, weight ); } gaussCol.rgb /= gaussCol.w; gl_FragColor = vec4( gaussCol.rgb, 1.0 ); }
For the implementation of a blur algorithm see also the answer to the questions:
See the following similar WebGL example which puts all together:
var readInput = true; function changeEventHandler(event){ readInput = true; } (function loadscene() { var resize, gl, progDraw, progBlurX, progPost, vp_size, blurFB; var bufCube = {}; var bufQuad = {}; var shininess = 10.0; var glow = 10.0; var sigma = 0.8; function render(delteMS){ //if ( readInput ) { readInput = false; var sliderScale = 100; shininess = document.getElementById( "shine" ).value; glow = document.getElementById( "glow" ).value / sliderScale; sigma = document.getElementById( "sigma" ).value / sliderScale; //} Camera.create(); Camera.vp = vp_size; gl.enable( gl.DEPTH_TEST ); gl.clearColor( 0.0, 0.0, 0.0, 1.0 ); gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT ); // set up framebuffer gl.bindFramebuffer( gl.FRAMEBUFFER, blurFB[0] ); gl.viewport( 0, 0, blurFB[0].width, blurFB[0].height ); gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT ); // set up draw shader ShaderProgram.Use( progDraw.prog ); ShaderProgram.SetUniformM44( progDraw.prog, "u_projectionMat44", Camera.Perspective() ); ShaderProgram.SetUniformM44( progDraw.prog, "u_viewMat44", Camera.LookAt() ); var modelMat = IdentityMat44() modelMat = RotateAxis( modelMat, CalcAng( delteMS, 13.0 ), 0 ); modelMat = RotateAxis( modelMat, CalcAng( delteMS, 17.0 ), 1 ); ShaderProgram.SetUniformM44( progDraw.prog, "u_modelMat44", modelMat ); ShaderProgram.SetUniformF1( progDraw.prog, "u_shininess", shininess ); ShaderProgram.SetUniformF1( progDraw.prog, "u_glow", glow ); // draw scene VertexBuffer.Draw( bufCube ); // set blur-X framebuffer and bind frambuffer texture gl.bindFramebuffer( gl.FRAMEBUFFER, blurFB[1] ); gl.viewport( 0, 0, blurFB[1].width, blurFB[1].height ); gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT ); var texUnit = 1; gl.activeTexture( gl.TEXTURE0 + texUnit ); gl.bindTexture( gl.TEXTURE_2D, blurFB[0].color0_texture ); // set up blur-X shader ShaderProgram.Use( progBlurX.prog ); ShaderProgram.SetUniformI1( progBlurX.prog , "u_texture", texUnit ) ShaderProgram.SetUniformF2( progBlurX.prog , "u_textureSize", vp_size ); ShaderProgram.SetUniformF1( progBlurX.prog , "u_sigma", sigma ) // draw full screen space gl.enableVertexAttribArray( progBlurX.inPos ); gl.bindBuffer( gl.ARRAY_BUFFER, bufQuad.pos ); gl.vertexAttribPointer( progBlurX.inPos, 2, gl.FLOAT, false, 0, 0 ); gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufQuad.inx ); gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); gl.disableVertexAttribArray( progBlurX.inPos ); // reset framebuffer and bind frambuffer texture gl.bindFramebuffer( gl.FRAMEBUFFER, null ); gl.viewport( 0, 0, vp_size[0], vp_size[1] ); gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT ); texUnit = 2; gl.activeTexture( gl.TEXTURE0 + texUnit ); gl.bindTexture( gl.TEXTURE_2D, blurFB[1].color0_texture ); // set up pst process shader ShaderProgram.Use( progPost.prog ); ShaderProgram.SetUniformI1( progPost.prog, "u_texture", texUnit ) ShaderProgram.SetUniformF2( progPost.prog, "u_textureSize", vp_size ); ShaderProgram.SetUniformF1( progPost.prog, "u_sigma", sigma ); // draw full screen space gl.enableVertexAttribArray( progPost.inPos ); gl.bindBuffer( gl.ARRAY_BUFFER, bufQuad.pos ); gl.vertexAttribPointer( progPost.inPos, 2, gl.FLOAT, false, 0, 0 ); gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufQuad.inx ); gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); gl.disableVertexAttribArray( progPost.inPos ); requestAnimationFrame(render); } function resize() { //vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight]; vp_size = [window.innerWidth, window.innerHeight] canvas.width = vp_size[0]; canvas.height = vp_size[1]; var fbsize = Math.max(vp_size[0], vp_size[1])-1; fbsize = 1 << 31 - Math.clz32(fbsize); // nearest power of 2 fbsize = fbsize * 2 blurFB = []; for ( var i = 0; i < 2; ++ i ) { fb = gl.createFramebuffer(); fb.width = fbsize; fb.height = fbsize; gl.bindFramebuffer( gl.FRAMEBUFFER, fb ); fb.color0_texture = gl.createTexture(); gl.bindTexture( gl.TEXTURE_2D, fb.color0_texture ); gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, fb.width, fb.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null ); fb.renderbuffer = gl.createRenderbuffer(); gl.bindRenderbuffer( gl.RENDERBUFFER, fb.renderbuffer ); gl.renderbufferStorage( gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, fb.width, fb.height ); gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fb.color0_texture, 0 ); gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, fb.renderbuffer ); gl.bindTexture( gl.TEXTURE_2D, null ); gl.bindRenderbuffer( gl.RENDERBUFFER, null ); gl.bindFramebuffer( gl.FRAMEBUFFER, null ); blurFB.push( fb ); } } function initScene() { canvas = document.getElementById( "canvas"); gl = canvas.getContext( "experimental-webgl" ); if ( !gl ) return null; progDraw = {} progDraw.prog = ShaderProgram.Create( [ { source : "draw-shader-vs", stage : gl.VERTEX_SHADER }, { source : "draw-shader-fs", stage : gl.FRAGMENT_SHADER } ] ); if ( !progDraw.prog ) return null; progDraw.inPos = gl.getAttribLocation( progDraw.prog, "inPos" ); progDraw.inNV = gl.getAttribLocation( progDraw.prog, "inNV" ); progDraw.inCol = gl.getAttribLocation( progDraw.prog, "inCol" ); progBlurX = {} progBlurX.prog = ShaderProgram.Create( [ { source : "post-shader-vs", stage : gl.VERTEX_SHADER }, { source : "blurX-shader-fs", stage : gl.FRAGMENT_SHADER } ] ); progBlurX.inPos = gl.getAttribLocation( progBlurX.prog, "inPos" ); if ( !progBlurX.prog ) return; progPost = {} progPost.prog = ShaderProgram.Create( [ { source : "post-shader-vs", stage : gl.VERTEX_SHADER }, { source : "blurY-shader-fs", stage : gl.FRAGMENT_SHADER } ] ); progPost.inPos = gl.getAttribLocation( progPost.prog, "inPos" ); if ( !progPost.prog ) return; // create cube var cubePos = [ -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0 ]; var cubeCol = [ 1.0, 0.0, 0.0, 1.0, 0.5, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 ]; var cubeHlpInx = [ 0, 1, 2, 3, 1, 5, 6, 2, 5, 4, 7, 6, 4, 0, 3, 7, 3, 2, 6, 7, 1, 0, 4, 5 ]; var cubePosData = []; for ( var i = 0; i < cubeHlpInx.length; ++ i ) { cubePosData.push( cubePos[cubeHlpInx[i]*3], cubePos[cubeHlpInx[i]*3+1], cubePos[cubeHlpInx[i]*3+2] ); } var cubeNVData = []; for ( var i1 = 0; i1 < cubeHlpInx.length; i1 += 4 ) { var nv = [0, 0, 0]; for ( i2 = 0; i2 < 4; ++ i2 ) { var i = i1 + i2; nv[0] += cubePosData[i*3]; nv[1] += cubePosData[i*3+1]; nv[2] += cubePosData[i*3+2]; } for ( i2 = 0; i2 < 4; ++ i2 ) cubeNVData.push( nv[0], nv[1], nv[2] ); } var cubeColData = []; for ( var is = 0; is < 6; ++ is ) { for ( var ip = 0; ip < 4; ++ ip ) { cubeColData.push( cubeCol[is*3], cubeCol[is*3+1], cubeCol[is*3+2] ); } } var cubeInxData = []; for ( var i = 0; i < cubeHlpInx.length; i += 4 ) { cubeInxData.push( i, i+1, i+2, i, i+2, i+3 ); } bufCube = VertexBuffer.Create( [ { data : cubePosData, attrSize : 3, attrLoc : progDraw.inPos }, { data : cubeNVData, attrSize : 3, attrLoc : progDraw.inNV }, { data : cubeColData, attrSize : 3, attrLoc : progDraw.inCol } ], cubeInxData ); bufQuad.pos = gl.createBuffer(); gl.bindBuffer( gl.ARRAY_BUFFER, bufQuad.pos ); gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( [ -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0 ] ), gl.STATIC_DRAW ); bufQuad.inx = gl.createBuffer(); gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufQuad.inx ); gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( [ 0, 1, 2, 0, 2, 3 ] ), gl.STATIC_DRAW ); window.onresize = resize; resize(); requestAnimationFrame(render); } function Fract( val ) { return val - Math.trunc( val ); } function CalcAng( deltaTime, intervall ) { return Fract( deltaTime / (1000*intervall) ) * 2.0 * Math.PI; } function CalcMove( deltaTime, intervall, range ) { var pos = self.Fract( deltaTime / (1000*intervall) ) * 2.0 var pos = pos < 1.0 ? pos : (2.0-pos) return range[0] + (range[1] - range[0]) * pos; } function EllipticalPosition( a, b, angRag ) { var a_b = a * a - b * b var ea = (a_b <= 0) ? 0 : Math.sqrt( a_b ); var eb = (a_b >= 0) ? 0 : Math.sqrt( -a_b ); return [ a * Math.sin( angRag ) - ea, b * Math.cos( angRag ) - eb, 0 ]; } glArrayType = typeof Float32Array !="undefined" ? Float32Array : ( typeof WebGLFloatArray != "undefined" ? WebGLFloatArray : Array ); function IdentityMat44() { var m = new glArrayType(16); m[0] = 1; m[1] = 0; m[2] = 0; m[3] = 0; m[4] = 0; m[5] = 1; m[6] = 0; m[7] = 0; m[8] = 0; m[9] = 0; m[10] = 1; m[11] = 0; m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1; return m; }; function RotateAxis(matA, angRad, axis) { var aMap = [ [1, 2], [2, 0], [0, 1] ]; var a0 = aMap[axis][0], a1 = aMap[axis][1]; var sinAng = Math.sin(angRad), cosAng = Math.cos(angRad); var matB = new glArrayType(16); for ( var i = 0; i < 16; ++ i ) matB[i] = matA[i]; for ( var i = 0; i < 3; ++ i ) { matB[a0*4+i] = matA[a0*4+i] * cosAng + matA[a1*4+i] * sinAng; matB[a1*4+i] = matA[a0*4+i] * -sinAng + matA[a1*4+i] * cosAng; } return matB; } function Cross( a, b ) { return [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0], 0.0 ]; } function Dot( a, b ) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; } function Normalize( v ) { var len = Math.sqrt( v[0] * v[0] + v[1] * v[1] + v[2] * v[2] ); return [ v[0] / len, v[1] / len, v[2] / len ]; } var Camera = {}; Camera.create = function() { this.pos = [0, 3, 0.0]; this.target = [0, 0, 0]; this.up = [0, 0, 1]; this.fov_y = 90; this.vp = [800, 600]; this.near = 0.5; this.far = 100.0; } Camera.Perspective = function() { var fn = this.far + this.near; var f_n = this.far - this.near; var r = this.vp[0] / this.vp[1]; var t = 1 / Math.tan( Math.PI * this.fov_y / 360 ); var m = IdentityMat44(); m[0] = t/r; m[1] = 0; m[2] = 0; m[3] = 0; m[4] = 0; m[5] = t; m[6] = 0; m[7] = 0; m[8] = 0; m[9] = 0; m[10] = -fn / f_n; m[11] = -1; m[12] = 0; m[13] = 0; m[14] = -2 * this.far * this.near / f_n; m[15] = 0; return m; } Camera.LookAt = function() { var mz = Normalize( [ this.pos[0]-this.target[0], this.pos[1]-this.target[1], this.pos[2]-this.target[2] ] ); var mx = Normalize( Cross( this.up, mz ) ); var my = Normalize( Cross( mz, mx ) ); var tx = Dot( mx, this.pos ); var ty = Dot( my, this.pos ); var tz = Dot( [-mz[0], -mz[1], -mz[2]], this.pos ); var m = IdentityMat44(); m[0] = mx[0]; m[1] = my[0]; m[2] = mz[0]; m[3] = 0; m[4] = mx[1]; m[5] = my[1]; m[6] = mz[1]; m[7] = 0; m[8] = mx[2]; m[9] = my[2]; m[10] = mz[2]; m[11] = 0; m[12] = tx; m[13] = ty; m[14] = tz; m[15] = 1; return m; } var ShaderProgram = {}; ShaderProgram.Create = function( shaderList ) { var shaderObjs = []; for ( var i_sh = 0; i_sh < shaderList.length; ++ i_sh ) { var shderObj = this.CompileShader( shaderList[i_sh].source, shaderList[i_sh].stage ); if ( shderObj == 0 ) return 0; shaderObjs.push( shderObj ); } var progObj = this.LinkProgram( shaderObjs ) if ( progObj != 0 ) { progObj.attribIndex = {}; var noOfAttributes = gl.getProgramParameter( progObj, gl.ACTIVE_ATTRIBUTES ); for ( var i_n = 0; i_n < noOfAttributes; ++ i_n ) { var name = gl.getActiveAttrib( progObj, i_n ).name; progObj.attribIndex[name] = gl.getAttribLocation( progObj, name ); } progObj.unifomLocation = {}; var noOfUniforms = gl.getProgramParameter( progObj, gl.ACTIVE_UNIFORMS ); for ( var i_n = 0; i_n < noOfUniforms; ++ i_n ) { var name = gl.getActiveUniform( progObj, i_n ).name; progObj.unifomLocation[name] = gl.getUniformLocation( progObj, name ); } } return progObj; } ShaderProgram.AttributeIndex = function( progObj, name ) { return progObj.attribIndex[name]; } ShaderProgram.UniformLocation = function( progObj, name ) { return progObj.unifomLocation[name]; } ShaderProgram.Use = function( progObj ) { gl.useProgram( progObj ); } ShaderProgram.SetUniformI1 = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1i( progObj.unifomLocation[name], val ); } ShaderProgram.SetUniformF1 = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1f( progObj.unifomLocation[name], val ); } ShaderProgram.SetUniformF2 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform2fv( progObj.unifomLocation[name], arr ); } ShaderProgram.SetUniformF3 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform3fv( progObj.unifomLocation[name], arr ); } ShaderProgram.SetUniformF4 = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform4fv( progObj.unifomLocation[name], arr ); } ShaderProgram.SetUniformM33 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix3fv( progObj.unifomLocation[name], false, mat ); } ShaderProgram.SetUniformM44 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix4fv( progObj.unifomLocation[name], false, mat ); } ShaderProgram.CompileShader = function( source, shaderStage ) { var shaderScript = document.getElementById(source); if (shaderScript) source = shaderScript.text; var shaderObj = gl.createShader( shaderStage ); gl.shaderSource( shaderObj, source ); gl.compileShader( shaderObj ); var status = gl.getShaderParameter( shaderObj, gl.COMPILE_STATUS ); if ( !status ) alert(gl.getShaderInfoLog(shaderObj)); return status ? shaderObj : null; } ShaderProgram.LinkProgram = function( shaderObjs ) { var prog = gl.createProgram(); for ( var i_sh = 0; i_sh < shaderObjs.length; ++ i_sh ) gl.attachShader( prog, shaderObjs[i_sh] ); gl.linkProgram( prog ); status = gl.getProgramParameter( prog, gl.LINK_STATUS ); if ( !status ) alert("Could not initialise shaders"); gl.useProgram( null ); return status ? prog : null; } var VertexBuffer = {}; VertexBuffer.Create = function( attributes, indices ) { var buffer = {}; buffer.buf = []; buffer.attr = [] for ( var i = 0; i < attributes.length; ++ i ) { buffer.buf.push( gl.createBuffer() ); buffer.attr.push( { size : attributes[i].attrSize, loc : attributes[i].attrLoc } ); gl.bindBuffer( gl.ARRAY_BUFFER, buffer.buf[i] ); gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( attributes[i].data ), gl.STATIC_DRAW ); } buffer.inx = gl.createBuffer(); gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, buffer.inx ); gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( indices ), gl.STATIC_DRAW ); buffer.inxLen = indices.length; gl.bindBuffer( gl.ARRAY_BUFFER, null ); gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null ); return buffer; } VertexBuffer.Draw = function( bufObj ) { for ( var i = 0; i < bufObj.buf.length; ++ i ) { gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.buf[i] ); gl.vertexAttribPointer( bufObj.attr[i].loc, bufObj.attr[i].size, gl.FLOAT, false, 0, 0 ); gl.enableVertexAttribArray( bufObj.attr[i].loc ); } gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx ); gl.drawElements( gl.TRIANGLES, bufObj.inxLen, gl.UNSIGNED_SHORT, 0 ); for ( var i = 0; i < bufObj.buf.length; ++ i ) gl.disableVertexAttribArray( bufObj.attr[i].loc ); gl.bindBuffer( gl.ARRAY_BUFFER, null ); gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null ); } initScene(); })();
html,body { height: 100%; width: 100%; margin: 0; overflow: hidden; } #gui { position : absolute; top : 0; left : 0; }
<script id="draw-shader-vs" type="x-shader/x-vertex"> precision highp float; attribute vec3 inPos; attribute vec3 inNV; attribute vec3 inCol; varying vec3 vertPos; varying vec3 vertNV; varying vec3 vertCol; uniform mat4 u_projectionMat44; uniform mat4 u_viewMat44; uniform mat4 u_modelMat44; void main() { mat4 mv = u_viewMat44 * u_modelMat44; vertCol = inCol; vertNV = normalize(mat3(mv) * inNV); vec4 viewPos = mv * vec4( inPos, 1.0 ); vertPos = viewPos.xyz; gl_Position = u_projectionMat44 * viewPos; } </script> <script id="draw-shader-fs" type="x-shader/x-fragment"> precision mediump float; varying vec3 vertPos; varying vec3 vertNV; varying vec3 vertCol; uniform float u_shininess; uniform float u_glow; void main() { vec3 color = vertCol; vec3 normalV = normalize( vertNV ); vec3 eyeV = normalize( -vertPos ); vec3 halfV = normalize( eyeV + normalV ); float NdotH = max( 0.0, dot( normalV, halfV ) ); float shineFac = ( u_shininess + 2.0 ) * pow( NdotH, u_shininess ) / ( 2.0 * 3.14159265 ); gl_FragColor = vec4( u_glow*0.1 + color.rgb * u_glow * shineFac * 0.5, 1.0 ); } </script> <script id="post-shader-vs" type="x-shader/x-vertex"> precision mediump float; attribute vec2 inPos; varying vec2 pos; void main() { pos = inPos; gl_Position = vec4( inPos, 0.0, 1.0 ); } </script> <script id="blurX-shader-fs" type="x-shader/x-fragment"> precision mediump float; varying vec2 pos; uniform sampler2D u_texture; uniform vec2 u_textureSize; uniform float u_sigma; float CalcGauss( float x, float sigma ) { float coeff = 1.0 / (2.0 * 3.14157 * sigma); float expon = -(x*x) / (2.0 * sigma); return (coeff*exp(expon)); } void main() { vec2 texC = pos.st * 0.5 + 0.5; vec4 texCol = texture2D( u_texture, texC ); vec4 gaussCol = vec4( texCol.rgb, 1.0 ); float stepX = 1.0 / u_textureSize.x; for ( int i = 1; i <= 20; ++ i ) { float weight = CalcGauss( float(i) / 32.0, u_sigma * 0.5 ); texCol = texture2D( u_texture, texC + vec2( float(i) * stepX, 0.0 ) ); gaussCol += vec4( texCol.rgb * weight, weight ); texCol = texture2D( u_texture, texC - vec2( float(i) * stepX, 0.0 ) ); gaussCol += vec4( texCol.rgb * weight, weight ); } gaussCol.rgb /= gaussCol.w; gl_FragColor = vec4( gaussCol.rgb, 1.0 ); } </script> <script id="blurY-shader-fs" type="x-shader/x-fragment"> precision mediump float; varying vec2 pos; uniform sampler2D u_texture; uniform vec2 u_textureSize; uniform float u_sigma; float CalcGauss( float x, float sigma ) { float coeff = 1.0 / (2.0 * 3.14157 * sigma); float expon = -(x*x) / (2.0 * sigma); return (coeff*exp(expon)); } void main() { vec2 texC = pos.st * 0.5 + 0.5; vec4 texCol = texture2D( u_texture, texC ); vec4 gaussCol = vec4( texCol.rgb, 1.0 ); float stepY = 1.0 / u_textureSize.y; for ( int i = 1; i <= 20; ++ i ) { float weight = CalcGauss( float(i) / 32.0, u_sigma * 0.5 ); texCol = texture2D( u_texture, texC + vec2( 0.0, float(i) * stepY ) ); gaussCol += vec4( texCol.rgb * weight, weight ); texCol = texture2D( u_texture, texC - vec2( 0.0, float(i) * stepY ) ); gaussCol += vec4( texCol.rgb * weight, weight ); } vec3 hdrCol = 2.0 * gaussCol.xyz / gaussCol.w; vec3 mappedCol = vec3( 1.0 ) - exp( -hdrCol.rgb * 3.0 ); gl_FragColor = vec4( clamp( mappedCol.rgb, 0.0, 1.0 ), 1.0 ); } </script> <div> <form id="gui" name="inputs"> <table> <tr> <td> <font color= #CCF>shininess</font> </td> <td> <input type="range" id="shine" min="0" max="50" value="10" onchange="changeEventHandler(event);"/></td> </tr> <tr> <td> <font color= #CCF>glow</font> </td> <td> <input type="range" id="glow" min="100" max="400" value="250" onchange="changeEventHandler(event);"/></td> </tr> <tr> <td> <font color= #CCF>blur</font> </td> <td> <input type="range" id="sigma" min="1" max="100" value="60" onchange="changeEventHandler(event);"/></td> </tr> </table> </form> </div> <canvas id="canvas" style="border: none;" width="100%" height="100%"></canvas>
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