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//
// dimple.frag: Fragment shader for bump mapping dimples (bumps)
//
// author: John Kessenich
//
// Copyright (c) 2002: 3Dlabs, Inc.
//
//
varying vec3 LightDir;
varying vec3 EyeDir;
varying vec3 Normal;
//const vec3 Color = vec3(0.7, 0.6, 0.18);
//const float Density = 16.0;
//const float Size = 0.25;
uniform vec3 Color;
uniform float Density;
uniform float Size;
// uniform float SpecularFactor;
//float Density = 27.6;
//float Size = 0.13025;
//uniform float Scale;
const float SpecularFactor = 0.4;
void main (void)
{
vec3 litColor;
vec2 c = Density * (gl_TexCoord[0].xy);
vec2 p = fract(c) - vec2(0.5);
float d = (p.x * p.x) + (p.y * p.y);
if (d >= Size)
p = vec2(0.0);
vec3 normDelta = vec3(-p.x, -p.y, 1.0);
litColor = Color * max(0.0, dot(normDelta, LightDir));
float t = 2.0 * dot(LightDir, normDelta);
vec3 reflectDir = t * normDelta;
reflectDir = LightDir - reflectDir;
// vec3 reflectDir = LightDir - 2.0 * dot(LightDir, normDelta) * normDelta;
float spec = max(dot(EyeDir, reflectDir), 0.0);
spec = spec * spec;
spec = spec * spec;
spec *= SpecularFactor;
litColor = min(litColor + spec, vec3(1.0));
gl_FragColor = vec4(litColor, gl_Color.a);
// gl_FragColor = vec4(litColor, 1.0);
// gl_FragColor = vec4(Scale);
}
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