
There are two main reasons to desire an OpenGL 2 renderer: 1. Compatibility. The compatibility profile, ironically, does not offer a lot of compatibility, and our OpenGL 1 renderer will not run on Android, iOS, or WebGL. 2. Performance. The immediate mode does not scale, and in fact becomes very slow with only a moderate amount of lines on screen, and only a somewhat large amount of triangles. This commit implements a basic OpenGL 2 renderer that uses only features from the (OpenGL 3.2) core profile. It is not yet faster than the OpenGL 1 renderer, primarily because it uses a lot of small draw calls. This commit uses OpenGL 2 on Linux and Mac OS X directly (i.e. links to the GL symbols from version 2+); on Windows this is impossible with the default drivers, so for now OpenGL 1 is still used there.
29 lines
823 B
GLSL
29 lines
823 B
GLSL
//-----------------------------------------------------------------------------
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// SolveSpace Mesh rendering shader
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//
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// Copyright 2016 Aleksey Egorov
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//-----------------------------------------------------------------------------
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#version 120
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uniform vec3 lightDir0;
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uniform vec3 lightDir1;
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uniform float lightInt0;
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uniform float lightInt1;
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uniform float ambient;
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varying vec3 fragNormal;
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varying vec4 fragColor;
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void main() {
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vec3 result = fragColor.xyz * ambient;
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vec3 normal = normalize(fragNormal);
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float light0 = clamp(dot(lightDir0, normal), 0.0, 1.0) * lightInt0 * (1.0 - ambient);
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result += fragColor.rgb * light0;
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float light1 = clamp(dot(lightDir1, normal), 0.0, 1.0) * lightInt1 * (1.0 - ambient);
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result += fragColor.rgb * light1;
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gl_FragColor = vec4(result, fragColor.a);
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}
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