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Diffstat (limited to 'src/GLSLShaderTest/phong.frag')
-rw-r--r-- | src/GLSLShaderTest/phong.frag | 98 |
1 files changed, 98 insertions, 0 deletions
diff --git a/src/GLSLShaderTest/phong.frag b/src/GLSLShaderTest/phong.frag new file mode 100644 index 0000000..c9e4365 --- /dev/null +++ b/src/GLSLShaderTest/phong.frag @@ -0,0 +1,98 @@ +/* + * $RCSfile$ + * + * 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 GLSL fragment program for handling 1 directional light with specular. +// This implements per-pixel lighting (Phong shading) + +void directionalLight0( + in vec3 normal, + inout vec4 ambient, + inout vec4 diffuse, + inout vec4 specular) +{ + // Normalized light direction and half vector + vec3 lightDirection = normalize(vec3(gl_LightSource[0].position)); + vec3 halfVector = normalize(vec3(gl_LightSource[0].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[0].ambient; + diffuse += gl_LightSource[0].diffuse * nDotVP; + specular += gl_LightSource[0].specular * pf; +} + + +// Per-pixel normal (input from vertex shader) +varying vec3 Normal; + +void main() +{ + vec3 unitNorm = normalize(Normal); + vec4 amb = vec4(0.0); + vec4 diff = vec4(0.0); + vec4 spec = vec4(0.0); + int i; + + directionalLight0(unitNorm, amb, diff, spec); + + // Apply the result of the lighting equation + vec4 secondaryColor = vec4(vec3(spec * gl_FrontMaterial.specular), 1.0); + vec4 color = vec4(vec3(gl_FrontLightModelProduct.sceneColor + + amb * gl_FrontMaterial.ambient + + diff * gl_FrontMaterial.diffuse), 1.0); + + gl_FragColor = color + secondaryColor; +} |