change sobel to show lighted grey instead of black when no borders, update mobile instructions, add scrollbar

This commit is contained in:
gbrochar 2020-11-25 13:15:26 +01:00
parent 431877ea09
commit e568664fa7
3 changed files with 21 additions and 22 deletions

View File

@ -10,7 +10,6 @@ body {
margin: 0;
height: 100%;
width: 100%;
overflow: hidden;
}
#glCanvas {

View File

@ -59,9 +59,12 @@ async function main() {
const fsSource = `
precision highp float;
varying highp vec2 vTextureCoord;
varying highp vec4 vNormal;
varying highp vec3 vPosition;
uniform sampler2D uSampler;
vec3 extremize(vec3 v, float n) {
if (v.x > n / 2.)
v.x = n;
@ -94,9 +97,12 @@ async function main() {
const fsSource2 = `
precision highp float;
varying highp vec2 vTextureCoord;
varying highp vec4 vNormal;
varying highp vec3 vPosition;
uniform sampler2D uSampler;
vec3 extremize(vec3 v, float n) {
if (v.x > n / 2.)
v.x = n;
@ -128,24 +134,11 @@ async function main() {
const fsSource3 = `
precision highp float;
varying highp vec2 vTextureCoord;
varying highp vec4 vNormal;
varying highp vec3 vPosition;
vec3 extremize(vec3 v, float n) {
if (v.x > n / 2.)
v.x = n;
else
v.x = 0.;
if (v.y > n / 2.)
v.y = n;
else
v.y = 0.;
if (v.z > n / 2.)
v.z = n;
else
v.z = 0.;
return v;
}
uniform sampler2D uSampler;
void main() {
vec3 n = normalize(vec3(-50000., 100000., 50000.) - vPosition);
@ -155,7 +148,6 @@ async function main() {
reflect(n, normalize(vNormal.xyz)),
normalize(vec3(0., 0., -50.) - vPosition)),
0.), 10.);
vec3 texture = extremize(mod(vPosition.xyz + vec3(1000.), vec3(2.)), 2.) / vec3(2);
gl_FragColor = vec4((diffuse * 0.8) + (vec3(0.2)) + (specular * vec3(1.)), 1.0);
}`;
@ -216,8 +208,16 @@ async function main() {
if ((1. - sobel.r) + (1. - sobel.g) + (1. - sobel.b) < 2.5)
gl_FragColor = vec4(1.0 - sobel.rgb, 1.0 );
else
gl_FragColor = vec4(vec3(0.), 1.);
else {
vec3 n = normalize(vec3(-50000., 100000., 50000.) - vPosition);
float diffuse = max(dot(normalize(vNormal.xyz), n), 0.);
float specular = pow(
max(dot(
reflect(n, normalize(vNormal.xyz)),
normalize(vec3(0., 0., -50.) - vPosition)),
0.), 10.);
gl_FragColor = vec4((diffuse * 0.8) + (vec3(0.2)) + (specular * vec3(1.)), 1.0);
}
}`;
/* eslint-enable */
@ -390,7 +390,7 @@ async function main() {
[programInfo, fragmentShader] = changeFragmentShader(gl,
shaderProgram, fragmentShader, fsSource2, vsSource);
});
$('#s_flat').on('click', function() {
$('#s_grey').on('click', function() {
[programInfo, fragmentShader] = changeFragmentShader(gl,
shaderProgram, fragmentShader, fsSource3, vsSource);
});

View File

@ -17,7 +17,7 @@
<div class='ui-block'>
<button id='s_blackandwhite'>Change Shader to black and white</button>
<button id='s_color'>Change Shader to colored</button>
<button id='s_flat'>Change Shader to flat</button>
<button id='s_grey'>Change Shader to grey</button>
<button id='s_texture'>Change Shader to texture</button>
<button id='s_sobel'>Change Shader to sobel edge detection</button>
</div>
@ -58,7 +58,7 @@
<button id='t_racer_wireframe'>Set texture to racer wireframe</button>
</div>
<div class='ui-block'>
<p>If you're on mobile, you need to set the shader to texture to change object, then you can change the shader</p>
<p>If you're on mobile, you need to set the shader to texture or sobel to change object, then you can change the shader</p>
</div>
</div>
</div>