64 lines
2.2 KiB
GLSL
64 lines
2.2 KiB
GLSL
Copyright (c) 2006-2007 dhpoware. All Rights Reserved.
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a
|
|
copy of this software and associated documentation files (the "Software"),
|
|
to deal in the Software without restriction, including without limitation
|
|
the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
|
and/or sell copies of the Software, and to permit persons to whom the
|
|
Software is furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in
|
|
all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
|
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
|
IN THE SOFTWARE.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
Per-fragment Blinn-Phong shader for a single directional light source.
|
|
|
|
[vert]
|
|
|
|
#version 110
|
|
|
|
varying vec3 normal;
|
|
|
|
void main()
|
|
{
|
|
normal = normalize(gl_NormalMatrix * gl_Normal);
|
|
|
|
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
|
}
|
|
|
|
[frag]
|
|
|
|
#version 110
|
|
|
|
uniform sampler2D colorMap;
|
|
uniform float materialAlpha;
|
|
|
|
varying vec3 normal;
|
|
|
|
void main()
|
|
{
|
|
vec3 n = normalize(normal);
|
|
|
|
float nDotL = max(0.0, dot(n, gl_LightSource[0].position.xyz));
|
|
float nDotH = max(0.0, dot(normal, vec3(gl_LightSource[0].halfVector)));
|
|
float power = (nDotL == 0.0) ? 0.0 : pow(nDotH, gl_FrontMaterial.shininess);
|
|
|
|
vec4 ambient = gl_FrontLightProduct[0].ambient;
|
|
vec4 diffuse = gl_FrontLightProduct[0].diffuse * nDotL;
|
|
vec4 specular = gl_FrontLightProduct[0].specular * power;
|
|
vec4 color = gl_FrontLightModelProduct.sceneColor + ambient + diffuse + specular;
|
|
|
|
gl_FragColor = color * texture2D(colorMap, gl_TexCoord[0].st);
|
|
gl_FragColor.a = materialAlpha;
|
|
}
|