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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 GLSL vertex program for handling 1 directional light with specular.
// This implements per-vertex lighting (Gouraud 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;
}
void main()
{
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;
directionalLight0(tnorm, amb, diff, spec);
// Apply the result of the lighting equation
vec4 outSecondaryColor = vec4(vec3(spec * gl_FrontMaterial.specular), 1.0);
vec4 outColor = vec4(vec3(gl_FrontLightModelProduct.sceneColor +
amb * gl_FrontMaterial.ambient +
diff * gl_FrontMaterial.diffuse), 1.0);
gl_FrontColor = outColor;
gl_FrontSecondaryColor = outSecondaryColor;
gl_Position = outPosition;
}
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