Move Teapot to android-17 and set APP_ABI := all
For the default configuration to run on more devices: ARM/Intel/MIPS >= API17 Change-Id: I52145374d0c51624c7a295dc8092f8492e591dee
This commit is contained in:
@@ -0,0 +1,33 @@
|
||||
//
|
||||
// ShaderPlain.fsh
|
||||
//
|
||||
|
||||
#define USE_PHONG (1)
|
||||
|
||||
uniform lowp vec3 vMaterialAmbient;
|
||||
uniform lowp vec4 vMaterialSpecular;
|
||||
|
||||
varying lowp vec4 colorDiffuse;
|
||||
|
||||
#if USE_PHONG
|
||||
uniform highp vec3 vLight0;
|
||||
varying mediump vec3 position;
|
||||
varying mediump vec3 normal;
|
||||
#else
|
||||
varying lowp vec4 colorSpecular;
|
||||
#endif
|
||||
|
||||
void main()
|
||||
{
|
||||
#if USE_PHONG
|
||||
mediump vec3 halfVector = normalize(-vLight0 + position);
|
||||
mediump float NdotH = max(dot(normal, halfVector), 0.0);
|
||||
mediump float fPower = vMaterialSpecular.w;
|
||||
mediump float specular = pow(NdotH, fPower);
|
||||
|
||||
lowp vec4 colorSpecular = vec4( vMaterialSpecular.xyz * specular, 1 );
|
||||
gl_FragColor = colorDiffuse + colorSpecular;
|
||||
#else
|
||||
gl_FragColor = colorDiffuse + colorSpecular;
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,54 @@
|
||||
//
|
||||
// ShaderPlain.vsh
|
||||
//
|
||||
|
||||
#define USE_PHONG (1)
|
||||
|
||||
attribute highp vec3 myVertex;
|
||||
attribute highp vec3 myNormal;
|
||||
attribute mediump vec2 myUV;
|
||||
attribute mediump vec4 myBone;
|
||||
|
||||
varying mediump vec2 texCoord;
|
||||
varying lowp vec4 colorDiffuse;
|
||||
|
||||
#if USE_PHONG
|
||||
varying mediump vec3 position;
|
||||
varying mediump vec3 normal;
|
||||
#else
|
||||
varying lowp vec4 colorSpecular;
|
||||
#endif
|
||||
|
||||
uniform highp mat4 uMVMatrix;
|
||||
uniform highp mat4 uPMatrix;
|
||||
|
||||
uniform highp vec3 vLight0;
|
||||
|
||||
uniform lowp vec4 vMaterialDiffuse;
|
||||
uniform lowp vec3 vMaterialAmbient;
|
||||
uniform lowp vec4 vMaterialSpecular;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
highp vec4 p = vec4(myVertex,1);
|
||||
gl_Position = uPMatrix * p;
|
||||
|
||||
texCoord = myUV;
|
||||
|
||||
highp vec3 worldNormal = vec3(mat3(uMVMatrix[0].xyz, uMVMatrix[1].xyz, uMVMatrix[2].xyz) * myNormal);
|
||||
highp vec3 ecPosition = p.xyz;
|
||||
|
||||
colorDiffuse = dot( worldNormal, normalize(-vLight0+ecPosition) ) * vMaterialDiffuse + vec4( vMaterialAmbient, 1 );
|
||||
|
||||
#if USE_PHONG
|
||||
normal = worldNormal;
|
||||
position = ecPosition;
|
||||
#else
|
||||
highp vec3 halfVector = normalize(ecPosition - vLight0);
|
||||
|
||||
highp float NdotH = max(-dot(worldNormal, halfVector), 0.0);
|
||||
float fPower = vMaterialSpecular.w;
|
||||
highp float specular = min( pow(NdotH, fPower), 1.0);
|
||||
colorSpecular = vec4( vMaterialSpecular.xyz * specular, 1 );
|
||||
#endif
|
||||
}
|
||||
Reference in New Issue
Block a user