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Opengl: how do I affect the lighting on a textured plane?


Opengl: how do I affect the lighting on a textured plane?

By : user2954963
Date : November 22 2020, 10:33 AM
like below fixes the issue There are at least two problems that prevent you from getting good lighting. The first one should be easy to solve. The second one goes deeper.
Texture combination setting
code :
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);


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OpenGL not drawing textured and non-textured quads simultaneously

OpenGL not drawing textured and non-textured quads simultaneously


By : Han R
Date : March 29 2020, 07:55 AM
this will help I solved my problem. Turns out I didn't set a color before doing the textured quad so whenever i changed the color of the other quad this color is changing as well, so setting the color before binding the texture worked.
Do elements drawn outside the clip plane affect OpenGL performance?

Do elements drawn outside the clip plane affect OpenGL performance?


By : user2200042
Date : March 29 2020, 07:55 AM
wish help you to fix your issue OpenGL has only a certain amount of knowledge about your scene and will clip very late in the pipeline. It can't apply a broad phase test. Assuming you can, you should.
Supposing you had a model with 30,000 triangles, OpenGL would transform each and every one of those 30,000 triangles before considering clipping. If you know something as simple as the bounding sphere for the model it's possible you could see that the whole thing is completely outside of the frustum in a single test and save almost 30,000 extra bits of effort.
Lighting a textured object in OpenGL 2.0+

Lighting a textured object in OpenGL 2.0+


By : Aveek Barua
Date : March 29 2020, 07:55 AM
I wish this help you You're missing an ambient component to your lighting, which emulates second order (and higher) reflections you would get in real life, but can't get directly in a rasterizer. Not sure why you are squaring a_Color in your fragment shader. This will definitely make things darker because all values are between 0 and 1; e.g. 0.1^2 == 0.01. Remember that your dot product might be negative, so you want to clamp out negative diffuse components (e.g. no light intensity on surfaces which are facing away from the light).
OpenGL Lighting on texture plane is not working

OpenGL Lighting on texture plane is not working


By : Anderson Vinicius
Date : March 29 2020, 07:55 AM
should help you out
I want to light to the texture plane but this is not work. Light on solid sphere is very well, but texture plane is not light.
code :
int   tiles = 5;
float u_max = height*tile_x;
float v_max = width*tile_x

glBegin(GL_QUADS);
glNormal3f(0, 1, 0);

for (int x=0; x < tiles; ++x)
{
    for (int y=0; y < tiles; ++y)
    {
        x0 = (float)x/(float)tiles;
        x1 = (float)(x+1)/(float)tiles;
        y0 = (float)y/(float)tiles;
        y1 = (float)(y+1)/(float)tiles;

        glTexCoord2f(u_max*x0, v_max*y0);  glVertex3f(height*x0, 0, widht*y0);
        glTexCoord2f(u_max*x1, v_max*y0);  glVertex3f(height*x0, 0, widht*y1);
        glTexCoord2f(u_max*x1, v_max*y1);  glVertex3f(height*x1, 0, widht*y1);
        glTexCoord2f(u_max*x0, v_max*y1);  glVertex3f(height*x1, 0, widht*y0);
    }
}
glEnd();
(function loadscene() {

var resize, gl, gouraudDraw, phongDraw, vp_size;
var bufSphere = {};

function render(delteMS){

    var shading = document.getElementById( "shading" ).value;
    var shininess = document.getElementById( "shininess" ).value;
    var ambientCol = [0.2, 0.2, 0.2];
    var diffuseCol = [0.6, 0.6, 0.6];
    var specularCol = [0.8, 0.8, 0.8];

    Camera.create();
    Camera.vp = vp_size;
        
    gl.enable( gl.DEPTH_TEST );
    gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
    gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );

    gl.disable(gl.CULL_FACE);
    
    
    var progDraw = shading == 0 ? gouraudDraw : phongDraw;;
    // set up draw shader
    ShaderProgram.Use( progDraw.prog );
    ShaderProgram.SetUniformM44( progDraw.prog, "u_projectionMat44", Camera.Perspective() );
    ShaderProgram.SetUniformM44( progDraw.prog, "u_viewMat44", Camera.LookAt() );
    ShaderProgram.SetUniformF3( progDraw.prog, "u_lightSource.lightPos", [0.0, 0.0, 0.25] )
    ShaderProgram.SetUniformF3( progDraw.prog, "u_lightSource.ambient", ambientCol )
    ShaderProgram.SetUniformF3( progDraw.prog, "u_lightSource.diffuse", diffuseCol )
    ShaderProgram.SetUniformF3( progDraw.prog, "u_lightSource.specular", specularCol )
    ShaderProgram.SetUniformF1( progDraw.prog, "u_lightSource.shininess", shininess )
    var modelMat = IdentityMat44()
    modelMat = RotateAxis( modelMat, -1.5, 0 );
    modelMat = RotateAxis( modelMat, CalcAng( delteMS, 17.0 ), 1 );
    ShaderProgram.SetUniformM44( progDraw.prog, "u_modelMat44", modelMat );
    
    // draw scene
    VertexBuffer.Draw( bufSphere );
   
    requestAnimationFrame(render);
}

function resize() {
    //vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight];
    vp_size = [window.innerWidth, window.innerHeight]
    canvas.width = vp_size[0];
    canvas.height = vp_size[1];
    gl.viewport( 0, 0, vp_size[0], vp_size[1] );
}

function initScene() {

    canvas = document.getElementById( "canvas");
    gl = canvas.getContext( "experimental-webgl" );
    if ( !gl )
      return null;

    gouraudDraw = {}
    gouraudDraw.prog = ShaderProgram.Create( 
      [ { source : "gouraud-shader-vs", stage : gl.VERTEX_SHADER },
        { source : "gouraud-shader-fs", stage : gl.FRAGMENT_SHADER }
      ],
      [ "u_projectionMat44", "u_viewMat44", "u_modelMat44", 
        "u_lightSource.lightDir", "u_lightSource.ambient", "u_lightSource.diffuse", "u_lightSource.specular", "u_lightSource.shininess", ] );
    if ( gouraudDraw.prog == 0 )
      return;  
    gouraudDraw.inPos = gl.getAttribLocation( gouraudDraw.prog, "inPos" );
    gouraudDraw.inNV  = gl.getAttribLocation( gouraudDraw.prog, "inNV" );
    gouraudDraw.inCol = gl.getAttribLocation( gouraudDraw.prog, "inCol" );

    phongDraw = {}
    phongDraw.prog = ShaderProgram.Create( 
      [ { source : "phong-shader-vs", stage : gl.VERTEX_SHADER },
        { source : "phong-shader-fs", stage : gl.FRAGMENT_SHADER }
      ],
      [ "u_projectionMat44", "u_viewMat44", "u_modelMat44", 
        "u_lightSource.lightDir", "u_lightSource.ambient", "u_lightSource.diffuse", "u_lightSource.specular", "u_lightSource.shininess", ] );
    if ( phongDraw.prog == 0 )
      return;
    phongDraw.inPos = gl.getAttribLocation( phongDraw.prog, "inPos" );
    phongDraw.inNV  = gl.getAttribLocation( phongDraw.prog, "inNV" );
    phongDraw.inCol = gl.getAttribLocation( phongDraw.prog, "inCol" );
    
    // create cube
    var layer_size = 16, circum_size = 32;
    var rad_circum = 1.0;
    var rad_tube = 0.5;
    var sphere_pts = [-1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0, 1.0, 0.0];
    var sphere_nv  = [0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0];
    var sphere_col = [0.8, 0.6, 0.3, 0.8, 0.6, 0.3, 0.8, 0.6, 0.3, 0.8, 0.6, 0.3];
    var sphere_inx = [0, 1, 2, 0, 2, 3];
    bufSphere = VertexBuffer.Create(
    [ { data : sphere_pts, attrSize : 3, attrLoc : gouraudDraw.inPos },
      { data : sphere_nv, attrSize : 3, attrLoc : gouraudDraw.inNV },
      { data : sphere_col, attrSize : 3, attrLoc : gouraudDraw.inCol } ],
      sphere_inx );
      
    window.onresize = resize;
    resize();
    requestAnimationFrame(render);
}

function Fract( val ) { 
    return val - Math.trunc( val );
}
function CalcAng( deltaTime, intervall ) {
    return Fract( deltaTime / (1000*intervall) ) * 2.0 * Math.PI;
}
function CalcMove( deltaTime, intervall, range ) {
    var pos = self.Fract( deltaTime / (1000*intervall) ) * 2.0
    var pos = pos < 1.0 ? pos : (2.0-pos)
    return range[0] + (range[1] - range[0]) * pos;
}    
function EllipticalPosition( a, b, angRag ) {
    var a_b = a * a - b * b
    var ea = (a_b <= 0) ? 0 : Math.sqrt( a_b );
    var eb = (a_b >= 0) ? 0 : Math.sqrt( -a_b );
    return [ a * Math.sin( angRag ) - ea, b * Math.cos( angRag ) - eb, 0 ];
}

glArrayType = typeof Float32Array !="undefined" ? Float32Array : ( typeof WebGLFloatArray != "undefined" ? WebGLFloatArray : Array );

function IdentityMat44() {
  var m = new glArrayType(16);
  m[0]  = 1; m[1]  = 0; m[2]  = 0; m[3]  = 0;
  m[4]  = 0; m[5]  = 1; m[6]  = 0; m[7]  = 0;
  m[8]  = 0; m[9]  = 0; m[10] = 1; m[11] = 0;
  m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1;
  return m;
};

function RotateAxis(matA, angRad, axis) {
    var aMap = [ [1, 2], [2, 0], [0, 1] ];
    var a0 = aMap[axis][0], a1 = aMap[axis][1]; 
    var sinAng = Math.sin(angRad), cosAng = Math.cos(angRad);
    var matB = new glArrayType(16);
    for ( var i = 0; i < 16; ++ i ) matB[i] = matA[i];
    for ( var i = 0; i < 3; ++ i ) {
        matB[a0*4+i] = matA[a0*4+i] * cosAng + matA[a1*4+i] * sinAng;
        matB[a1*4+i] = matA[a0*4+i] * -sinAng + matA[a1*4+i] * cosAng;
    }
    return matB;
}

function Cross( a, b ) { return [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0], 0.0 ]; }
function Dot( a, b ) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; }
function Normalize( v ) {
    var len = Math.sqrt( v[0] * v[0] + v[1] * v[1] + v[2] * v[2] );
    return [ v[0] / len, v[1] / len, v[2] / len ];
}

var Camera = {};
Camera.create = function() {
    this.pos    = [0, 2, 0.0];
    this.target = [0, 0, 0];
    this.up     = [0, 0, 1];
    this.fov_y  = 90;
    this.vp     = [800, 600];
    this.near   = 0.5;
    this.far    = 100.0;
}
Camera.Perspective = function() {
    var fn = this.far + this.near;
    var f_n = this.far - this.near;
    var r = this.vp[0] / this.vp[1];
    var t = 1 / Math.tan( Math.PI * this.fov_y / 360 );
    var m = IdentityMat44();
    m[0]  = t/r; m[1]  = 0; m[2]  =  0;                              m[3]  = 0;
    m[4]  = 0;   m[5]  = t; m[6]  =  0;                              m[7]  = 0;
    m[8]  = 0;   m[9]  = 0; m[10] = -fn / f_n;                       m[11] = -1;
    m[12] = 0;   m[13] = 0; m[14] = -2 * this.far * this.near / f_n; m[15] =  0;
    return m;
}
Camera.LookAt = function() {
    var mz = Normalize( [ this.pos[0]-this.target[0], this.pos[1]-this.target[1], this.pos[2]-this.target[2] ] );
    var mx = Normalize( Cross( this.up, mz ) );
    var my = Normalize( Cross( mz, mx ) );
    var tx = Dot( mx, this.pos );
    var ty = Dot( my, this.pos );
    var tz = Dot( [-mz[0], -mz[1], -mz[2]], this.pos ); 
    var m = IdentityMat44();
    m[0]  = mx[0]; m[1]  = my[0]; m[2]  = mz[0]; m[3]  = 0;
    m[4]  = mx[1]; m[5]  = my[1]; m[6]  = mz[1]; m[7]  = 0;
    m[8]  = mx[2]; m[9]  = my[2]; m[10] = mz[2]; m[11] = 0;
    m[12] = tx;    m[13] = ty;    m[14] = tz;    m[15] = 1; 
    return m;
} 

var ShaderProgram = {};
ShaderProgram.Create = function( shaderList ) {
    var shaderObjs = [];
    for ( var i_sh = 0; i_sh < shaderList.length; ++ i_sh ) {
        var shderObj = this.CompileShader( shaderList[i_sh].source, shaderList[i_sh].stage );
        if ( shderObj == 0 )
            return 0;
        shaderObjs.push( shderObj );
    }
    var progObj = this.LinkProgram( shaderObjs )
    if ( progObj != 0 ) {
        progObj.attribIndex = {};
        var noOfAttributes = gl.getProgramParameter( progObj, gl.ACTIVE_ATTRIBUTES );
        for ( var i_n = 0; i_n < noOfAttributes; ++ i_n ) {
            var name = gl.getActiveAttrib( progObj, i_n ).name;
            progObj.attribIndex[name] = gl.getAttribLocation( progObj, name );
        }
        progObj.unifomLocation = {};
        var noOfUniforms = gl.getProgramParameter( progObj, gl.ACTIVE_UNIFORMS );
        for ( var i_n = 0; i_n < noOfUniforms; ++ i_n ) {
            var name = gl.getActiveUniform( progObj, i_n ).name;
            progObj.unifomLocation[name] = gl.getUniformLocation( progObj, name );
        }
    }
    return progObj;
}
ShaderProgram.AttributeIndex = function( progObj, name ) { return progObj.attribIndex[name]; } 
ShaderProgram.UniformLocation = function( progObj, name ) { return progObj.unifomLocation[name]; } 
ShaderProgram.Use = function( progObj ) { gl.useProgram( progObj ); } 
ShaderProgram.SetUniformI1  = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1i( progObj.unifomLocation[name], val ); }
ShaderProgram.SetUniformF1  = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1f( progObj.unifomLocation[name], val ); }
ShaderProgram.SetUniformF2  = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform2fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.SetUniformF3  = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform3fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.SetUniformF4  = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform4fv( progObj.unifomLocation[name], arr ); }
ShaderProgram.SetUniformM33 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix3fv( progObj.unifomLocation[name], false, mat ); }
ShaderProgram.SetUniformM44 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix4fv( progObj.unifomLocation[name], false, mat ); }
ShaderProgram.CompileShader = function( source, shaderStage ) {
    var shaderScript = document.getElementById(source);
    if (shaderScript)
      source = shaderScript.text;
    var shaderObj = gl.createShader( shaderStage );
    gl.shaderSource( shaderObj, source );
    gl.compileShader( shaderObj );
    var status = gl.getShaderParameter( shaderObj, gl.COMPILE_STATUS );
    if ( !status ) alert(gl.getShaderInfoLog(shaderObj));
    return status ? shaderObj : null;
} 
ShaderProgram.LinkProgram = function( shaderObjs ) {
    var prog = gl.createProgram();
    for ( var i_sh = 0; i_sh < shaderObjs.length; ++ i_sh )
        gl.attachShader( prog, shaderObjs[i_sh] );
    gl.linkProgram( prog );
    status = gl.getProgramParameter( prog, gl.LINK_STATUS );
    if ( !status ) alert("Could not initialise shaders");
    gl.useProgram( null );
    return status ? prog : null;
}

var VertexBuffer = {};
VertexBuffer.Create = function( attributes, indices ) {
    var buffer = {};
    buffer.buf = [];
    buffer.attr = []
    for ( var i = 0; i < attributes.length; ++ i ) {
        buffer.buf.push( gl.createBuffer() );
        buffer.attr.push( { size : attributes[i].attrSize, loc : attributes[i].attrLoc } );
        gl.bindBuffer( gl.ARRAY_BUFFER, buffer.buf[i] );
        gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( attributes[i].data ), gl.STATIC_DRAW );
    }
    buffer.inx = gl.createBuffer();
    gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, buffer.inx );
    gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( indices ), gl.STATIC_DRAW );
    buffer.inxLen = indices.length;
    gl.bindBuffer( gl.ARRAY_BUFFER, null );
    gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
    return buffer;
}
VertexBuffer.Draw = function( bufObj ) {
  for ( var i = 0; i < bufObj.buf.length; ++ i ) {
        gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.buf[i] );
        gl.vertexAttribPointer( bufObj.attr[i].loc, bufObj.attr[i].size, gl.FLOAT, false, 0, 0 );
        gl.enableVertexAttribArray( bufObj.attr[i].loc );
    }
    gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
    gl.drawElements( gl.TRIANGLES, bufObj.inxLen, gl.UNSIGNED_SHORT, 0 );
    for ( var i = 0; i < bufObj.buf.length; ++ i )
       gl.disableVertexAttribArray( bufObj.attr[i].loc );
    gl.bindBuffer( gl.ARRAY_BUFFER, null );
    gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
}

initScene();

})();
html,body {
    height: 100%;
    width: 100%;
    margin: 0;
    overflow: hidden;
}

#gui {
    position : absolute;
    top : 0;
    left : 0;
}
<script id="gouraud-shader-vs" type="x-shader/x-vertex">
  precision mediump float;
  
  attribute vec3 inPos;
  attribute vec3 inNV;
  attribute vec3 inCol;
  
  varying vec3 vertPos;
  varying vec3 vertNV;
  varying vec3 vertCol;
  
  uniform mat4 u_projectionMat44;
  uniform mat4 u_viewMat44;
  uniform mat4 u_modelMat44;

  struct TLightSource
  {
      vec3  lightPos;
      vec3  ambient;
      vec3  diffuse;
      vec3  specular;
      float shininess;
  };

  uniform TLightSource u_lightSource;
  
  vec3 Light( vec3 eyeV, vec3 N, vec3 P )
  {
      vec3  lightCol  = u_lightSource.ambient;
      vec3  L         = normalize( u_lightSource.lightPos-P );
      float NdotL     = max( 0.0, dot( N, L ) );
      lightCol       += NdotL * u_lightSource.diffuse;
      vec3  H         = normalize( eyeV + L );
      float NdotH     = max( 0.0, dot( N, H ) );
      float kSpecular = ( u_lightSource.shininess + 2.0 ) * pow( NdotH, u_lightSource.shininess ) / ( 2.0 * 3.14159265 );
      lightCol       += kSpecular * u_lightSource.specular;
      return lightCol; 
  }
  
  void main()
  {
      vec3 modelNV  = mat3( u_modelMat44 ) * normalize( inNV );
      vertNV        = mat3( u_viewMat44 ) * modelNV;
      vec4 modelPos = u_modelMat44 * vec4( inPos, 1.0 );
      vec4 viewPos  = u_viewMat44 * modelPos;
      vertPos       = viewPos.xyz / viewPos.w;
      vec3 eyeV     = normalize( -vertPos );
      vec3 normalV  = normalize( vertNV ) * sign(vertNV.z);
      vertCol       = inCol * Light( eyeV, normalV, vertPos );
      gl_Position   = u_projectionMat44 * viewPos;
  }
  </script>
  
  <script id="gouraud-shader-fs" type="x-shader/x-fragment">
  precision mediump float;
  
  varying vec3 vertPos;
  varying vec3 vertNV;
  varying vec3 vertCol;
  
  void main()
  {
      gl_FragColor = vec4( vertCol, 1.0 );
  }
  </script>

<script id="phong-shader-vs" type="x-shader/x-vertex">
precision mediump float;

attribute vec3 inPos;
attribute vec3 inNV;
attribute vec3 inCol;

varying vec3 vertPos;
varying vec3 vertNV;
varying vec3 vertCol;

uniform mat4 u_projectionMat44;
uniform mat4 u_viewMat44;
uniform mat4 u_modelMat44;

void main()
{
  vec3 modelNV  = mat3( u_modelMat44 ) * normalize( inNV );
  vertNV        = mat3( u_viewMat44 ) * modelNV;
  vertCol       = inCol;
  vec4 modelPos = u_modelMat44 * vec4( inPos, 1.0 );
  vec4 viewPos  = u_viewMat44 * modelPos;
  vertPos       = viewPos.xyz / viewPos.w;
  gl_Position   = u_projectionMat44 * viewPos;
}
</script>

<script id="phong-shader-fs" type="x-shader/x-fragment">
precision mediump float;

varying vec3 vertPos;
varying vec3 vertNV;
varying vec3 vertCol;

struct TLightSource
{
  vec3  lightPos;
  vec3  ambient;
  vec3  diffuse;
  vec3  specular;
  float shininess;
};

uniform TLightSource u_lightSource;

vec3 Light( vec3 eyeV, vec3 N, vec3 P )
{
  vec3  lightCol  = u_lightSource.ambient;
  vec3  L         = normalize( u_lightSource.lightPos - P );
  float NdotL     = max( 0.0, dot( N, L ) );
  lightCol       += NdotL * u_lightSource.diffuse;
  vec3  H         = normalize( eyeV + L );
  float NdotH     = max( 0.0, dot( N, H ) );
  float kSpecular = ( u_lightSource.shininess + 2.0 ) * pow( NdotH, u_lightSource.shininess ) / ( 2.0 * 3.14159265 );
  lightCol       += kSpecular * u_lightSource.specular;
  return lightCol; 
}

void main()
{
  vec3 eyeV    = normalize( -vertPos );
  vec3 normalV = normalize( vertNV ) * sign(vertNV.z);
  vec3 color   = vertCol * Light( eyeV, normalV, vertPos );
  gl_FragColor = vec4( color, 1.0 );
}
</script>

<form id="gui" name="inputs"><table><tr>
    <td><font color= #CCF>Shading:</font></td> 
    <td><select id="shading">>
        <option value="0">Gouraud</option>
        <option value="1">Phong</option>
    </select></td>
    </tr><tr>
    <td><font color= #CCF>Shininess:</font></td>
    <td><input type="range" id="shininess" min="0" max="100" value="10"/></td>
</tr></table></form>
<canvas id="canvas" style="border: none;" width="100%" height="100%"></canvas>
Textured geometry loses image on lighting update

Textured geometry loses image on lighting update


By : user37464
Date : March 29 2020, 07:55 AM
help you fix your problem Instead of manipulating a light, manipulate the material of the object that you want to 'turn on'. Use the standard material (not flat), that has emissive (color) and emissiveIntensity (value). By bringing these (through animation or setAttribute) up to max (white and 1), the object appears fully emissive, like a video screen monitor).
Material standard properties from the manual https://aframe.io/docs/0.9.0/components/material.html#standard
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