Options used to compose fragment shader source code.
Shader source code can be automatically composed for different coloring and
lighting options.
Composed source code uses specific uniform and varying names.
Uniforms will be defined and updated by FigureOne based on the color and
transform of the primitive, and the scene being used to draw the primitive.
Thus, the uniform variables listed below for are for informational purposes
only.
Uniforms:
vec4 u_color: global color for all vertices used all times. When
color = 'texture' or color = 'vertex', only the alpha channel of
u_color is used.
sampler2D u_texture: texture used when color = 'texture'.
vec3 u_directionalLight: world space position of directional light
source used when light = 'directional'
float u_ambientLight: ambient light used when light = 'directional' or
light = 'point'.
Varyings are passed from the vertex shader to the fragement shader. They are
listed here in case the user wants to customize one shader, while relying on
composition for the other.
vec2 v_texcoord: texture coordinates from vertex shader used when
color = 'texture'
vec4 v_color: vertex specific color from vertex shader used when
color = 'vertex'
vec3 v_normal: normals from vertex shader used when
light = 'directional' or light = 'point'
vec3 v_vertexToLight: vector between point source light and vertex
from vertex shader used when light = 'point'
Options used to compose fragment shader source code.
Shader source code can be automatically composed for different coloring and lighting options.
Composed source code uses specific uniform and varying names.
Uniforms will be defined and updated by FigureOne based on the color and transform of the primitive, and the scene being used to draw the primitive. Thus, the uniform variables listed below for are for informational purposes only.
Uniforms:
vec4 u_color: global color for all vertices used all times. Whencolor = 'texture'orcolor = 'vertex', only the alpha channel ofu_coloris used.sampler2D u_texture: texture used whencolor = 'texture'.vec3 u_directionalLight: world space position of directional light source used whenlight = 'directional'float u_ambientLight: ambient light used whenlight = 'directional'orlight = 'point'.Varyings are passed from the vertex shader to the fragement shader. They are listed here in case the user wants to customize one shader, while relying on composition for the other.
vec2 v_texcoord: texture coordinates from vertex shader used whencolor = 'texture'vec4 v_color: vertex specific color from vertex shader used whencolor = 'vertex'vec3 v_normal: normals from vertex shader used whenlight = 'directional'orlight = 'point'vec3 v_vertexToLight: vector between point source light and vertex from vertex shader used whenlight = 'point'