gifts/SpecularCube
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>
<script type="x-shader/x-vertex" id="VertexShader">
uniform mat4 u_perspectiveMatrix;
uniform mat4 u_modelMatrix;
uniform mat4 u_viewMatrix;
attribute vec4 a_Position;
attribute vec3 a_Normal;
varying vec4 v_Position;
varying vec3 v_Normal;
void main()
{
mat4 modelViewMatrix = u_viewMatrix * u_modelMatrix;
v_Position = modelViewMatrix * a_Position;
gl_Position = u_perspectiveMatrix * v_Position;
v_Normal = normalize( mat3(modelViewMatrix) * a_Normal);
}
</script>
<script type="x-shader/x-fragment" id="FragmentShader">
precision mediump float;
uniform mat4 u_fViewMatrix;
uniform vec3 u_lightPosition;
varying vec4 v_Position;
varying vec3 v_Normal;
void main()
{
vec3 normal = normalize(v_Normal);
vec3 lightPosition = vec3(u_fViewMatrix * vec4(u_lightPosition, 1) - v_Position);
vec3 lightDir = normalize(lightPosition);
float lightDist = length(lightPosition);
float specular = 0.0;
float d = max(dot(v_Normal, lightDir), 0.0);
if (d > 0.0)
{
vec3 viewVec = vec3(0,0,1.0);
vec3 reflectVec = reflect(-lightDir, normal);
specular = pow(max(dot(reflectVec, viewVec), 0.0), 120.0);
}
gl_FragColor.rgb = vec3(0.1,0.1,0.1) + vec3(0.4, 0.4, 0.4) * d + specular;
gl_FragColor.a = 1.0;
}
</script>
<script src="https://dl.dropboxusercontent.com/s/ylw7v7a44xtrwv0/webgl-utils.js"></script>
<script src="https://dl.dropboxusercontent.com/s/iz1n21c8xafd76n/webgl-debug.js"></script>
<script src="https://dl.dropboxusercontent.com/s/subm1yzylxuao8v/cuon-utils.js"></script>
...
JavaScript
// SpecularCube.js 2013 (c) matsuda
// This is an example from the book "WebGL Programming Guide"
// by Kouichi Matsuda and Rodger Lea
// Gloval variables
var g_perspectiveMatrix = new Matrix4();
var g_modelMatrix = new Matrix4();
var g_viewMatrix = new Matrix4();
var g_vertexPositionBuffer;
var g_vertexNormalBuffer;
var g_vertexIndexBuffer;
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 vShaderElement = document.getElementById("VertexShader");
var fShaderElement = document.getElementById("FragmentShader");
if (vShaderElement == null)
{
console.log("Failed to get the vertex shader element");
return;
}
if (fShaderElement == null)
{
console.log("Failed to get the fragment shader element");
return;
}
// Get shader sources
var vShaderSource = vShaderElement.firstChild.textContent;
var fShaderSource = fShaderElement.firstChild.textContent;
// Initialize shaders
if (!initShaders(gl, vShaderSource, fShaderSource))
{
console.log('Failed to intialize shaders');
return;
}
var perspectiveMatrixShaderLocation = gl.getUniformLocation(gl.program, 'u_perspectiveMatrix');
var modelMatrixShaderLocation = gl.getUniformLocation(gl.program, 'u_modelMatrix');
var viewMatrixShaderLocation = gl.getUniformLocation(gl.program, 'u_viewMatrix');
var lightPositionShaderLocation = gl.getUniformLocation(gl.program, 'u_lightPosition');
var f_viewMatrixShaderLocation = gl.getUniformLocation(gl.program, 'u_fViewMatrix');
gl.enable(gl.DEPTH_TEST);
gl.clearColor(0, 0, 0, 1);
sendCubeVertexBuffers(gl);
var angle = 0;
var tick = function...