attribute vec3 position; attribute vec3 normal; uniform mat4 modelViewMatrix; uniform mat4 modelViewProjectionMatrix; varying vec3 fragNormal; void main() { fragNormal = (modelViewMatrix * vec4(normal, 0.0)).xyz; gl_Position = modelViewProjectionMatrix * vec4(position, 1.0); } #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif uniform vec3 DiffuseColor; uniform vec3 PhongColor; uniform float Edge; uniform float Phong; varying vec3 fragNormal; void main() { vec3 color = DiffuseColor; float f = fragNormal.z; if (abs(f) < Edge) color = vec3(0.0); if (f > Phong) color = PhongColor; gl_FragColor = vec4(color, 1.0); } attribute vec3 position; attribute vec2 texcoord; uniform mat4 modelViewProjectionMatrix; varying vec2 fragTexCoord; void main() { fragTexCoord = vec2(texcoord.x, 1.0 - texcoord.y); gl_Position = modelViewProjectionMatrix * vec4(position, 1.0); } #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif uniform sampler2D tex; varying vec2 fragTexCoord; void main() { vec2 Offset0 = vec2(0.0, 0.0), Offset1 = vec2(0.0, 0.0041667), Offset2 = vec2(0.0, -0.0041667), Offset3 = vec2( 0.003125, 0.0), Offset4 = vec2(-0.003125, 0.0); float KernelValue0 = -4.0, KernelValue1 = 1.0, KernelValue2 = 1.0, KernelValue3 = 1.0, KernelValue4 = 1.0; vec3 tmp; float luminance, sum = 0.0; tmp = texture2D(tex, fragTexCoord + Offset0).rgb; luminance = dot(vec3(0.2125, 0.7154, 0.0721), tmp); sum += luminance * KernelValue0; tmp = texture2D(tex, fragTexCoord + Offset1).rgb; luminance = dot(vec3(0.2125, 0.7154, 0.0721), tmp); sum += luminance * KernelValue1; tmp = texture2D(tex, fragTexCoord + Offset2).rgb; luminance = dot(vec3(0.2125, 0.7154, 0.0721), tmp); sum += luminance * KernelValue2; tmp = texture2D(tex, fragTexCoord + Offset3).rgb; luminance = dot(vec3(0.2125, 0.7154, 0.0721), tmp); sum += luminance * KernelValue3; tmp = texture2D(tex, fragTexCoord + Offset4).rgb; luminance = dot(vec3(0.2125, 0.7154, 0.0721), tmp); sum += luminance * KernelValue4; sum = 1.0 - sum; gl_FragColor = vec4(sum, sum, sum, 1.0); }