ch10/Shadow
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()
{
// Write the z-value in R
gl_FragColor = vec4(gl_FragCoord.z, 0.0, 0.0, 0.0);
}
</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;
void main()
{
vec3 shadowCoord = (v_PositionFromLight.xyz/v_PositionFromLight.w)/2.0 + 0.5;
vec4 rgbaDepth = texture2D(u_ShadowMap, shadowCoord.xy);
float depth = rgbaDepth.r; // Retrieve the z-value from R
float visibility = (shadowCoord.z > depth + 0.005) ? 0.7 : 1.0;
gl_FragColor = vec4(v_Color.rgb * visibility, v_Color.a);
}
</script>
<script...
JavaScript
// Shadow.js (c) 2012 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 = 7, LIGHT_Z = 2; // Position of the light source
// 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...