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GLES compat

pull/3386/head
Nikita Tsukanov 6 years ago
parent
commit
1dea1a32bb
  1. 12
      samples/ControlCatalog/Pages/OpenGlPage.xaml.cs

12
samples/ControlCatalog/Pages/OpenGlPage.xaml.cs

@ -85,7 +85,7 @@ namespace ControlCatalog.Pages
private string WithVersionAndPrecision(string shader, string precision) =>
WithVersion(DisplayType == GlDisplayType.OpenGLES ? $"precision {precision};\n{shader}" : shader);
private string VertexShaderSource => WithVersion(@"
private string VertexShaderSource => WithVersionAndPrecision(@"
attribute vec3 aPos;
attribute vec3 aNormal;
uniform mat4 uModel;
@ -113,7 +113,7 @@ namespace ControlCatalog.Pages
VecPos = aPos;
Normal = normalize(vec3(uModel * vec4(aNormal, 1.0)));
}
");
", "mediump float");
private string FragmentShaderSource => WithVersionAndPrecision(@"
varying vec3 FragPos;
@ -131,12 +131,12 @@ namespace ControlCatalog.Pages
float s = sin(-atan(VecPos.z, VecPos.x) * 20.0 - uTime * 20.0 - y * 30.0);
vec3 discoColor = vec3(
0.5 + abs(0.5 - y) * cos(uTime * 10),
0.25 + (smoothstep(0.3, 0.8, y) * (0.5 - c/4)),
0.25 + abs((smoothstep(0.1, 0.4, y) * (0.5 - s/4))));
0.5 + abs(0.5 - y) * cos(uTime * 10.0),
0.25 + (smoothstep(0.3, 0.8, y) * (0.5 - c / 4.0)),
0.25 + abs((smoothstep(0.1, 0.4, y) * (0.5 - s / 4.0))));
vec3 objectColor = vec3((1.0 - y), 0.40 + y / 4.0, y * 0.75 + 0.25);
objectColor = objectColor * (1-uDisco) + discoColor * uDisco;
objectColor = objectColor * (1.0 - uDisco) + discoColor * uDisco;
float ambientStrength = 0.3;
vec3 lightColor = vec3(1.0, 1.0, 1.0);

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