R Under development (unstable) (2023-11-26 r85638 ucrt) -- "Unsuffered Consequences" Copyright (C) 2023 The R Foundation for Statistical Computing Platform: x86_64-w64-mingw32/x64 R is free software and comes with ABSOLUTELY NO WARRANTY. You are welcome to redistribute it under certain conditions. Type 'license()' or 'licence()' for distribution details. R is a collaborative project with many contributors. Type 'contributors()' for more information and 'citation()' on how to cite R or R packages in publications. Type 'demo()' for some demos, 'help()' for on-line help, or 'help.start()' for an HTML browser interface to help. Type 'q()' to quit R. > library(rgl) > open3d() wgl 1 > set.seed(3) > x <- cube3d(col="white", texture = system.file("textures/rgl2.png", + package = "rgl"), + texcoords = matrix(runif(16), ncol=2)) > id <- shade3d(x) > # rglwidget() > > > > vShader <- " + /* ****** quads object 13 vertex shader ****** */ + #ifdef GL_ES + #ifdef GL_FRAGMENT_PRECISION_HIGH + precision highp float; + #else + precision mediump float; + #endif + #endif + attribute vec3 aPos; + attribute vec4 aCol; + uniform mat4 mvMatrix; + uniform mat4 prMatrix; + varying vec4 vCol; + varying vec4 vPosition; + attribute vec3 aNorm; + uniform mat4 normMatrix; + varying vec4 vNormal; + attribute vec2 aTexcoord; + varying vec2 vTexcoord; + void main(void) { + vPosition = mvMatrix * vec4(aPos, 1.); + gl_Position = prMatrix * vPosition; + vCol = aCol; + vNormal = normMatrix * vec4(-aNorm, dot(aNorm, aPos)); + vNormal = vec4(normalize(vNormal.xyz/vNormal.w), 1); + vTexcoord = aTexcoord; + } + " > fShader <- " + /* ****** quads object 13 fragment shader ****** */ + #ifdef GL_ES + #ifdef GL_FRAGMENT_PRECISION_HIGH + precision highp float; + #else + precision mediump float; + #endif + #endif + varying vec4 vCol; // carries alpha + varying vec4 vPosition; + varying vec2 vTexcoord; + uniform sampler2D uSampler; + uniform sampler2D userSampler; + uniform int uFogMode; + uniform vec3 uFogColor; + uniform vec4 uFogParms; + varying vec4 vNormal; + uniform mat4 mvMatrix; + uniform vec3 emission; + uniform float shininess; + uniform vec3 ambient0; + uniform vec3 specular0; // light*material + uniform vec3 diffuse0; + uniform vec3 lightDir0; + uniform bool viewpoint0; + uniform bool finite0; + void main(void) { + vec4 fragColor; + vec3 n = normalize(vNormal.xyz + texture2D(userSampler, vTexcoord).rgb); + vec3 eye = normalize(-vPosition.xyz/vPosition.w); + vec3 lightdir; + vec4 colDiff; + vec3 halfVec; + vec4 lighteffect = vec4(emission, 0.); + vec3 col; + float nDotL; + n = -faceforward(n, n, eye); + colDiff = vec4(vCol.rgb * diffuse0, vCol.a); + lightdir = lightDir0; + if (!viewpoint0) + lightdir = (mvMatrix * vec4(lightdir, 1.)).xyz; + if (!finite0) { + halfVec = normalize(lightdir + eye); + } else { + lightdir = normalize(lightdir - vPosition.xyz/vPosition.w); + halfVec = normalize(lightdir + eye); + } + col = ambient0; + nDotL = dot(n, lightdir); + col = col + max(nDotL, 0.) * colDiff.rgb; + col = col + pow(max(dot(halfVec, n), 0.), shininess) * specular0; + lighteffect = lighteffect + vec4(col, colDiff.a); + vec4 textureColor = lighteffect*vec4(1.,1.,1.,1.); + fragColor = textureColor; + float fogF; + if (uFogMode > 0) { + fogF = (uFogParms.y - vPosition.z/vPosition.w)/(uFogParms.y - uFogParms.x); + if (uFogMode > 1) + fogF = mix(uFogParms.w, 1.0, fogF); + fogF = fogF*uFogParms.z; + if (uFogMode == 2) + fogF = 1.0 - exp(-fogF); + else if (uFogMode == 3) + fogF = 1.0 - exp(-fogF*fogF); + fogF = clamp(fogF, 0.0, 1.0); + gl_FragColor = vec4(mix(fragColor.rgb, uFogColor, fogF), fragColor.a); + } else gl_FragColor = fragColor; + } + " > > s <- setUserShaders(id, vertexShader = vShader, + fragmentShader = fShader, + textures = c(userSampler = system.file("textures/rgl2.png", + package = "rgl"), + unusedSampler = system.file("textures/rgl2.png", + package = "rgl")), + uniforms = list(unusedUniform = 3), + attributes = list(unusedAttribute = 1:10)) > rglwidget(s) > > proc.time() user system elapsed 0.56 0.10 0.65