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+/*
+ * $RCSfile$
+ *
+ * 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;
+}