diff options
author | kcr <kcr@28c7f869-5b4e-e670-f602-82bfaf57f300> | 2005-10-17 23:09:14 +0000 |
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committer | kcr <kcr@28c7f869-5b4e-e670-f602-82bfaf57f300> | 2005-10-17 23:09:14 +0000 |
commit | 4325f75ac43540221ba95d7ac925a1c9dc566152 (patch) | |
tree | facc740ba800f3a3f68e0fb585965b22f78b653c /src/GLSLShaderTest/dimple.frag | |
parent | d73245421b294f50b9d4728bcbc717876f83d250 (diff) |
Merged changes from dev-1_4 branch into the main trunk.
NOTE: all 1.4 development will now proceed on the main trunk. The dev-1_4 branch is closed.
Diffstat (limited to 'src/GLSLShaderTest/dimple.frag')
-rw-r--r-- | src/GLSLShaderTest/dimple.frag | 57 |
1 files changed, 57 insertions, 0 deletions
diff --git a/src/GLSLShaderTest/dimple.frag b/src/GLSLShaderTest/dimple.frag new file mode 100644 index 0000000..70d2982 --- /dev/null +++ b/src/GLSLShaderTest/dimple.frag @@ -0,0 +1,57 @@ + +// +// dimple.frag: Fragment shader for bump mapping dimples (bumps) +// +// author: John Kessenich +// +// Copyright (c) 2002: 3Dlabs, Inc. +// +// +varying vec3 LightDir; +varying vec3 EyeDir; +varying vec3 Normal; + +const vec3 color = vec3(0.7, 0.6, 0.18); + +//const float Density = 16.0; +//const float Size = 0.25; + +//uniform float Density; +//uniform float Size; +float Density = 27.6; +float Size = 0.13025; + + +//uniform float Scale; + +const float SpecularFactor = 0.5; + +void main (void) +{ + vec3 litColor; + + vec2 c = Density * (gl_TexCoord[0].xy); + vec2 p = fract(c) - vec2(0.5); + float d = (p.x * p.x) + (p.y * p.y); + if (d >= Size) + p = vec2(0.0); + + vec3 normDelta = vec3(-p.x, -p.y, 1.0); + + litColor = color * max(0.0, dot(normDelta, LightDir)); + + float t = 2.0 * dot(LightDir, normDelta); + vec3 reflectDir = t * normDelta; + reflectDir = LightDir - reflectDir; + +// vec3 reflectDir = LightDir - 2.0 * dot(LightDir, normDelta) * normDelta; + + float spec = max(dot(EyeDir, reflectDir), 0.0); + spec = spec * spec; + spec = spec * spec; + spec *= SpecularFactor; + + litColor = min(litColor + spec, vec3(1.0)); + gl_FragColor = vec4(litColor, 1.0); +// gl_FragColor = vec4(Scale); +} |