Build Assimp from source
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"u_projectionMatrix": "projectionMatrix",
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"u_shininess": "shininess",
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vec4 specular;
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color = vec4(color.rgb * diffuse.a, diffuse.a);
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varying vec2 v_texcoord0;
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vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);
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gl_Position = u_projectionMatrix * pos;
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Binary file not shown.
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precision highp float;
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varying vec3 v_normal;
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uniform vec4 u_specular;
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uniform float u_shininess;
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vec3 normal = normalize(v_normal);
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vec4 color = vec4(0., 0., 0., 0.);
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vec4 diffuse = vec4(0., 0., 0., 1.);
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vec4 specular;
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gl_FragColor = color;
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precision highp float;
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attribute vec3 a_normal;
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varying vec3 v_normal;
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uniform mat4 u_projectionMatrix;
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void main(void) {
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vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);
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v_normal = u_normalMatrix * a_normal;
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gl_Position = u_projectionMatrix * pos;
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}
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precision highp float;
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varying vec3 v_normal;
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varying vec2 v_texcoord0;
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uniform sampler2D u_diffuse;
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uniform vec4 u_specular;
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uniform float u_shininess;
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void main(void) {
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vec3 normal = normalize(v_normal);
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vec4 color = vec4(0., 0., 0., 0.);
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vec4 diffuse = vec4(0., 0., 0., 1.);
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vec4 specular;
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diffuse = texture2D(u_diffuse, v_texcoord0);
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specular = u_specular;
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diffuse.xyz *= max(dot(normal,vec3(0.,0.,1.)), 0.);
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color.xyz += diffuse.xyz;
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color = vec4(color.rgb * diffuse.a, diffuse.a);
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gl_FragColor = color;
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}
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precision highp float;
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attribute vec3 a_position;
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attribute vec3 a_normal;
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varying vec3 v_normal;
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uniform mat4 u_modelViewMatrix;
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uniform mat4 u_projectionMatrix;
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attribute vec2 a_texcoord0;
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varying vec2 v_texcoord0;
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void main(void) {
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vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);
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v_normal = u_normalMatrix * a_normal;
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v_texcoord0 = a_texcoord0;
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}
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Binary file not shown.
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precision highp float;
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varying vec3 v_normal;
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uniform vec4 u_diffuse;
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uniform vec4 u_specular;
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uniform float u_shininess;
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void main(void) {
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vec3 normal = normalize(v_normal);
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vec4 color = vec4(0., 0., 0., 0.);
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vec4 diffuse = vec4(0., 0., 0., 1.);
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vec4 specular;
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diffuse = u_diffuse;
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specular = u_specular;
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diffuse.xyz *= max(dot(normal,vec3(0.,0.,1.)), 0.);
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color.xyz += diffuse.xyz;
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color = vec4(color.rgb * diffuse.a, diffuse.a);
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gl_FragColor = color;
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precision highp float;
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attribute vec3 a_normal;
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varying vec3 v_normal;
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uniform mat3 u_normalMatrix;
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uniform mat4 u_projectionMatrix;
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void main(void) {
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vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);
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v_normal = u_normalMatrix * a_normal;
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gl_Position = u_projectionMatrix * pos;
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}
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"scenes": {
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"defaultScene": {
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"technique0": {
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"semantic": "POSITION",
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}
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"enable": [
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2929,
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2884
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]
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},
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"uniforms": {
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"u_diffuse": "diffuse",
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"u_modelViewMatrix": "modelViewMatrix",
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"u_normalMatrix": "normalMatrix",
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"u_projectionMatrix": "projectionMatrix",
|
||||
"u_shininess": "shininess",
|
||||
"u_specular": "specular"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user