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(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="300" 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>
Gli effetti di shader differiscono molto poco tra opengl ES 2.0 e desktop opengl. Se trovi un buon tutorial che fa ciò che vuoi, il porting dovrebbe essere banale. – NickLH
Grazie per la rassicurazione, quella era un'altra cosa che mi dava fastidio. Alcuni (solitamente vecchi) esempi utilizzano variabili di input/output, che non riesco a trovare nella documentazione ES. Continuerò a scavare, ma ogni buon esempio di solito è un salto nella mia ricerca e comprensione di come usare GLSL. –
Qualcuno ha ricevuto un codice Android per questo? – Burf2000