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Examples shaders
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[quote][b][/b] wrote: [b]X-RAY_shaders[/b] [code]var vertexShader = "varying vec3 P;\n" + "varying vec3 N;\n" + "varying vec3 I;\n" + "void main()\n" + "{\n" + "//Transform vertex by modelview and projection matrices\n" + "gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" + "// Position in clip space\n" + "P = vec3(gl_ModelViewMatrix * gl_Vertex);\n" + "// Normal transform (transposed model-view inverse)\n" + "N = gl_NormalMatrix * gl_Normal;\n" + "// Incident vector\n" + "I = P;\n" + "// Forward current color and texture coordinates after applying texture matrix\n" + "gl_FrontColor = gl_Color;\n" + "gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n" + "}"; var fragmentShader = "varying vec3 P;\n" + "varying vec3 N;\n" + "varying vec3 I;\n" + "uniform float EdgeFalloff;\n" + "void main()\n" + "{\n" + "float opacity = dot(normalize(N), normalize(-I));\n" + "opacity = abs(opacity);\n" + "EdgeFalloff = length(N);\n" + "opacity = 1.0 - pow(opacity, EdgeFalloff);\n" + "gl_FragColor = opacity * (gl_Color.r+gl_Color.g+gl_Color.b);\n" + "}"; var newMaterial = ccbCreateMaterial(vertexShader, fragmentShader, 0, null); var mesh = ccbGetSceneNodeFromName('Mesh2'); ccbSetSceneNodeMaterialProperty(mesh, 0, 'Type', newMaterial); var mesh1 = ccbGetSceneNodeFromName('Mesh2'); ccbSetSceneNodeMaterialProperty(mesh1, 1, 'Type', newMaterial); var mesh2 = ccbGetSceneNodeFromName('Mesh2'); ccbSetSceneNodeMaterialProperty(mesh2, 2, 'Type', newMaterial); [/code] [b]Example scene[/b] [url]https://www.dropbox.com/s/qv2uuz18lx1vqq7/X-Ray_shaders.ccb?dl=0[/url] [img]http://s9.postimg.org/c0ls9nmdr/X_Ray_shaders.jpg[/img][/quote]
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