StackGenVis: Alignment of Data, Algorithms, and Models for Stacking Ensemble Learning Using Performance Metrics https://doi.org/10.1109/TVCG.2020.3030352
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StackGenVis/frontend/node_modules/gl-mesh3d/lib/triangle-fragment.glsl

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4 years ago
#extension GL_OES_standard_derivatives : enable
precision highp float;
#pragma glslify: cookTorrance = require(glsl-specular-cook-torrance)
//#pragma glslify: beckmann = require(glsl-specular-beckmann) // used in gl-surface3d
#pragma glslify: outOfRange = require(glsl-out-of-range)
uniform vec3 clipBounds[2];
uniform float roughness
, fresnel
, kambient
, kdiffuse
, kspecular;
uniform sampler2D texture;
varying vec3 f_normal
, f_lightDirection
, f_eyeDirection
, f_data;
varying vec4 f_color;
varying vec2 f_uv;
void main() {
if (f_color.a == 0.0 ||
outOfRange(clipBounds[0], clipBounds[1], f_data)
) discard;
vec3 N = normalize(f_normal);
vec3 L = normalize(f_lightDirection);
vec3 V = normalize(f_eyeDirection);
if(gl_FrontFacing) {
N = -N;
}
float specular = min(1.0, max(0.0, cookTorrance(L, V, N, roughness, fresnel)));
//float specular = max(0.0, beckmann(L, V, N, roughness)); // used in gl-surface3d
float diffuse = min(kambient + kdiffuse * max(dot(N, L), 0.0), 1.0);
vec4 surfaceColor = vec4(f_color.rgb, 1.0) * texture2D(texture, f_uv);
vec4 litColor = surfaceColor.a * vec4(diffuse * surfaceColor.rgb + kspecular * vec3(1,1,1) * specular, 1.0);
gl_FragColor = litColor * f_color.a;
}