Constant Field Values


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de.javagl.*

de.javagl.simplerenderer.AbstractSimpleRenderer
protected static final java.lang.String FRAGMENT_SHADER_SOURCE "#version 150 core\n\nin vec3 fragmentPosition;\nin vec3 fragmentNormal;\nin vec3 fragmentColor;\n\nhighp out vec4 outColor;\n\nvoid main(void)\n{\n const vec4 ambient = vec4(0.1, 0.1, 0.1, 1.0);\n const vec4 specular = vec4(0.2, 0.2, 0.2, 0.2);\n const float shinyness = 15;\n const vec3 lightPosition = vec3(100.0,100.0,100.0);\n \n vec3 light = normalize(lightPosition);\n\n vec3 normal = normalize(fragmentNormal);\n vec3 position = normalize(fragmentPosition);\n\n float diffuseIntensity = clamp(max(abs(dot(normal, light)), 0.0), 0.0, 1.0);\n vec3 reflection = normalize(reflect(-light, normal));\n float specularIntensity = pow(clamp(max(dot(reflection, position), 0.0), 0.0, 1.0), shinyness);\n\n outColor = \n ambient +\n vec4(fragmentColor, 0.0)*diffuseIntensity + \n specular*specularIntensity;\n}\n"
protected static final java.lang.String VERTEX_SHADER_SOURCE "#version 150 core\n\nuniform mat4 modelviewMatrix;\nuniform mat4 projectionMatrix;\n\nin vec3 inPosition;\nin vec3 inNormal;\nin vec3 inColor;\n\nout vec3 fragmentPosition;\nout vec3 fragmentNormal;\nout vec3 fragmentColor;\n\nvoid main(void)\n{\n gl_Position = projectionMatrix * modelviewMatrix * vec4(inPosition, 1.0);\n\n fragmentPosition = -(modelviewMatrix*vec4(inPosition, 1.0)).xyz;\n fragmentNormal = (modelviewMatrix*vec4(inNormal, 0.0)).xyz;\n fragmentColor = inColor;\n}\n"

de.javagl.simplerenderer.SimpleRenderer
public static final int CL_CGL_SHAREGROUP_KHR 8204
public static final int CL_EGL_DISPLAY_KHR 8201
public static final int CL_GL_CONTEXT_KHR 8200
public static final int CL_GLX_DISPLAY_KHR 8202
public static final int CL_WGL_HDC_KHR 8203