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author | nobody <nobody@28c7f869-5b4e-e670-f602-82bfaf57f300> | 2005-10-17 21:17:15 +0000 |
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committer | nobody <nobody@28c7f869-5b4e-e670-f602-82bfaf57f300> | 2005-10-17 21:17:15 +0000 |
commit | 96a50f0092524c823a31d2e6b2882d9b9f098292 (patch) | |
tree | facc740ba800f3a3f68e0fb585965b22f78b653c /src/GLSLShaderTest/simple.vert | |
parent | d73245421b294f50b9d4728bcbc717876f83d250 (diff) |
This commit was manufactured by cvs2svn to create tagpostmerge-1_4-1_3_3-A
'postmerge-1_4-1_3_3-A'.
Diffstat (limited to 'src/GLSLShaderTest/simple.vert')
-rw-r--r-- | src/GLSLShaderTest/simple.vert | 129 |
1 files changed, 129 insertions, 0 deletions
diff --git a/src/GLSLShaderTest/simple.vert b/src/GLSLShaderTest/simple.vert new file mode 100644 index 0000000..c593816 --- /dev/null +++ b/src/GLSLShaderTest/simple.vert @@ -0,0 +1,129 @@ +/* + * $RCSfile$ + * + * Copyright (c) 2005 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; +} |