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-/*
- * $RCSfile$
- *
- * 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;
-}