ch10/Shadow_highp
This is an example from the book "WebGL Programming Guide" by Kouichi Matsuda and Rodger Lea
by Ivan Enzhaev
HTML
<canvas id="webgl" width="400" height="400">
Please use a browser that supports "canvas"
</canvas>
<!-- Vertex shader program for generating a shadow map -->
<script type="x-shader/x-vertex" id="ShadowVertexShader">
attribute vec4 a_Position;
uniform mat4 u_MvpMatrix;
void main()
{
gl_Position = u_MvpMatrix * a_Position;
}
</script>
<!-- Fragment shader program for generating a shadow map -->
<script type="x-shader/x-fragment" id="ShadowFragmentShader">
precision mediump float;
void main()
{
const vec4 bitShift = vec4(1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0);
const vec4 bitMask = vec4(1.0/256.0, 1.0/256.0, 1.0/256.0, 0.0);
// Calculate the value stored into each byte
vec4 rgbaDepth = fract(gl_FragCoord.z * bitShift);
// Cut off the value which do not fit in 8 bits
rgbaDepth -= rgbaDepth.gbaa * bitMask;
gl_FragColor = rgbaDepth;
}
</script>
<!-- Vertex shader program for regular drawing -->
<script type="x-shader/x-vertex" id="VertexShader">
attribute vec4 a_Position;
attribute vec4 a_Color;
uniform mat4 u_MvpMatrix;
uniform mat4 u_MvpMatrixFromLight;
varying vec4 v_PositionFromLight;
varying vec4 v_Color;
void main()
{
gl_Position = u_MvpMatrix * a_Position;
v_PositionFromLight = u_MvpMatrixFromLight * a_Position;
v_Color = a_Color;
}
</script>
<!-- Fragment shader program for regular drawing -->
<script type="x-shader/x-fragment" id="FragmentShader">
precision mediump float;
uniform sampler2D u_ShadowMap;
varying vec4 v_PositionFromLight;
varying vec4 v_Color;
// Recalculate the z value from the rgba
float unpackDepth(const in vec4 rgbaDepth)
{
...
JavaScript
// Shadow_highp.js (c) matsuda and tanaka
// This is an example from the book "WebGL Programming Guide"
// by Kouichi Matsuda and Rodger Lea
var OFFSCREEN_WIDTH = 2048, OFFSCREEN_HEIGHT = 2048;
var LIGHT_X = 0, LIGHT_Y = 40, LIGHT_Z = 2; // Light position(x, y, z)
// Coordinate transformation matrix
var g_modelMatrix = new Matrix4();
var g_mvpMatrix = new Matrix4();
// The increments of rotation angle (degrees)
var ANGLE_STEP = 40;
// Last time that this function was called
var last = Date.now();
main();
//window.onload = main;
function main()
{
// Retrieve <canvas> element
var canvas = document.getElementById('webgl');
// Get the rendering context for WebGL
var gl = getWebGLContext(canvas);
if (!gl)
{
console.log('Failed to get the rendering context for WebGL');
return;
}
// Get shader elements
var vShadowShaderElement = document.getElementById("ShadowVertexShader");
var fShadowShaderElement = document.getElementById("ShadowFragmentShader");
var vShaderElement = document.getElementById("VertexShader");
var fShaderElement = document.getElementById("FragmentShader");
if (vShadowShaderElement == null || vShadowShaderElement == null ||
vShaderElement == null || fShaderElement == null)
{
console.log("Failed to get a shader element");
return;
}
// Get shader sources
var vShadowShaderSource = vShadowShaderElement.firstChild.textContent;
var fShadowShaderSource = fShadowShaderElement.firstChild.textContent;
var vShaderSource = vShaderElement.firstChild.textContent;
var fShaderSource = fShaderElement.firstChild.textContent;
// Initialize shaders for generating a shadow map
var shadowProgram = createProgram(gl, vShadowShaderSource, fShadowShaderSource);
shadowProgram.a_Position = gl.getAttribLocation(shadowProgram, 'a_Position');
shadowProgram.u_MvpMatrix = gl.getUniformLocation(shadowProgram, 'u_MvpMatrix');
if...