diff options
author | kcr <kcr@28c7f869-5b4e-e670-f602-82bfaf57f300> | 2006-02-01 01:33:24 +0000 |
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committer | kcr <kcr@28c7f869-5b4e-e670-f602-82bfaf57f300> | 2006-02-01 01:33:24 +0000 |
commit | 39283191507259cb4dccba3441cdf16025179829 (patch) | |
tree | 29ad229325ab151a056d06fbe4c6f1fcd7b292d7 /src/GLSLShaderTest/simple.vert | |
parent | 3d596b24b72677fbf264a22f3c0ff44aa9bb2baf (diff) |
Issue 206 : Example program cleanup
Item 4) Reorganized directory structure to make the examples a single project rather than a collection of independent apps.
. All example programs moved under src/classes, and all are now in a subpackage of org.jdesktop.j3d.examples.
. All resource files (geometry, images, audio) moved under src/resources
. ant script now exists only at top level
. Created netbeans project file for NetBeans IDE
Diffstat (limited to 'src/GLSLShaderTest/simple.vert')
-rw-r--r-- | src/GLSLShaderTest/simple.vert | 129 |
1 files changed, 0 insertions, 129 deletions
diff --git a/src/GLSLShaderTest/simple.vert b/src/GLSLShaderTest/simple.vert deleted file mode 100644 index 7d3e152..0000000 --- a/src/GLSLShaderTest/simple.vert +++ /dev/null @@ -1,129 +0,0 @@ -/* - * $RCSfile$ - * - * Copyright (c) 2006 Sun Microsystems, Inc. All rights reserved. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions - * are met: - * - * - Redistribution of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * - * - Redistribution in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in - * the documentation and/or other materials provided with the - * distribution. - * - * Neither the name of Sun Microsystems, Inc. or the names of - * contributors may be used to endorse or promote products derived - * from this software without specific prior written permission. - * - * This software is provided "AS IS," without a warranty of any - * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND - * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY - * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL - * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF - * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS - * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR - * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, - * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND - * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR - * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE - * POSSIBILITY OF SUCH DAMAGES. - * - * You acknowledge that this software is not designed, licensed or - * intended for use in the design, construction, operation or - * maintenance of any nuclear facility. - * - * $Revision$ - * $Date$ - * $State$ - */ - -// A simple GLSL vertex program for handling 2 directional lights with -// separate specular - -void directionalLight( - in int i, - in vec3 normal, - inout vec4 ambient, - inout vec4 diffuse, - inout vec4 specular) -{ - // Normalized light direction and half vector - // (shouldn't they be pre-normalized?!) - vec3 lightDirection = normalize(vec3(gl_LightSource[i].position)); - vec3 halfVector = normalize(vec3(gl_LightSource[i].halfVector)); - - float nDotVP; // normal . light_direction - float nDotHV; // normal . light_half_vector - float pf; // power factor - - nDotVP = max(0.0, dot(normal, lightDirection)); - nDotHV = max(0.0, dot(normal, halfVector)); - - if (nDotVP == 0.0) { - pf = 0.0; - } - else { - pf = pow(nDotHV, gl_FrontMaterial.shininess); - } - - ambient += gl_LightSource[i].ambient; - diffuse += gl_LightSource[i].diffuse * nDotVP; - specular += gl_LightSource[i].specular * pf; -} - - -const int numEnabledLights = 2; // TODO: this should be a built-in parameter! - -void main() -{ - //vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; - //vec3 ecPosition3 = ecPosition.xyz / ecPosition.w; - vec3 tnorm = normalize(vec3(gl_NormalMatrix * gl_Normal)); - vec4 amb = vec4(0.0); - vec4 diff = vec4(0.0); - vec4 spec = vec4(0.0); - int i; - - // Transform the vertex - vec4 outPosition = gl_ModelViewProjectionMatrix * gl_Vertex; - - for (i = 0; i < numEnabledLights; i++) { - directionalLight(i, tnorm, amb, diff, spec); - } - - // Apply the result of the lighting equation - vec4 outSecondaryColor = vec4(vec3(spec * gl_FrontMaterial.specular), 1.0); - vec3 color0 = vec3(gl_FrontLightModelProduct.sceneColor + - amb * gl_FrontMaterial.ambient + - diff * gl_FrontMaterial.diffuse); - - // Generate a pseudo-random noise pattern - vec3 xyz = clamp((outPosition.xyz + 1.0) * 0.5, 0.0, 1.0); - - xyz = fract(xyz * 262144.0); - float randSeed = fract(3.0 * xyz.x + 5.0 * xyz.y + 7.0 * xyz.z); - - vec3 altColor; - - randSeed = fract(37.0 * randSeed); - altColor.x = randSeed * 0.5 + 0.5; - randSeed = fract(37.0 * randSeed); - altColor.y = randSeed * 0.5 + 0.5; - randSeed = fract(37.0 * randSeed); - altColor.z = randSeed * 0.5 + 0.5; - randSeed = fract(37.0 * randSeed); - float altAlpha = randSeed * 0.5; - - // Apply noise and output final vertex color - vec4 outColor; - outColor = vec4(mix(color0, altColor, altAlpha), 1.0); - - gl_FrontColor = outColor; - gl_FrontSecondaryColor = outSecondaryColor; - gl_Position = outPosition; -} |