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<h1>Box2DJS in 3D</h1>
<p>Based on <a href="http://box2d-js.sourceforge.net/">box2d-js</a>.<br/>
Left Click to create a new object.<br/>
Right Click (shift-click on OSX) to switch to the next demo.
</p>
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<textarea id="shader">
uniform float4x4 worldViewProj : WorldViewProjection;
uniform float3 lightWorldPos;
uniform float4 lightColor;
uniform float4x4 world : World;
uniform float4x4 view : View;
uniform float4x4 worldIT : WorldInverseTranspose;
uniform float4 emissive;
uniform float4 ambient;
uniform float4 colorMult;
sampler2D diffuseSampler;
uniform float4 specular;
uniform float shininess;
struct InVertex {
float4 position : POSITION;
float4 normal : NORMAL;
float2 diffuseUV : TEXCOORD0;
};
struct OutVertex {
float4 position : POSITION;
float2 diffuseUV : TEXCOORD0;
float3 n : TEXCOORD1;
float3 l : TEXCOORD2;
float3 v : TEXCOORD3;
};
OutVertex vs(InVertex IN) {
OutVertex OUT;
OUT.position = mul(IN.position, worldViewProj);
OUT.diffuseUV = IN.diffuseUV;
OUT.n = mul(IN.normal, worldIT).xyz;
OUT.l = lightWorldPos - mul(IN.position, world).xyz;
OUT.v = (view[3] - mul(IN.position, world)).xyz;
return OUT;
}
float4 ps(OutVertex IN) : COLOR {
float4 diffuse = tex2D(diffuseSampler, IN.diffuseUV) * colorMult;
float3 l = normalize(IN.l); float3 n = normalize(IN.n);
float3 r = normalize(reflect(n, l));
float3 v = normalize(IN.v);
float4 litR = lit(dot(n, l), dot(r, v), shininess);
return float4((emissive + lightColor *
(ambient + diffuse * litR.y + specular * litR.z)).rgb,
diffuse.a);
}
// #o3d VertexShaderEntryPoint vs
// #o3d PixelShaderEntryPoint ps
// #o3d MatrixLoadOrder RowMajor
</textarea>
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(C) Æliens
20/2/2008
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.