66 lines
1.7 KiB
C++
66 lines
1.7 KiB
C++
// -*-C++-*-
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// Ambient term comes in gl_Color.rgb.
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#version 120
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varying vec4 diffuse_term;
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varying vec3 normal;
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varying vec3 ecViewDir;
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varying vec3 VTangent;
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uniform sampler2D texture;
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float luminance(vec3 color)
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{
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return dot(vec3(0.212671, 0.715160, 0.072169), color);
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}
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void main()
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{
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vec3 n;
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float NdotL, NdotHV;
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vec4 color = gl_Color;
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vec3 lightDir = gl_LightSource[0].position.xyz;
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vec3 halfVector = normalize(normalize(lightDir) + normalize(ecViewDir));
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vec4 texel;
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vec4 fragColor;
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vec4 specular = vec4(0.0);
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// If gl_Color.a == 0, this is a back-facing polygon and the
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// normal should be reversed.
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n = (2.0 * gl_Color.a - 1.0) * normal;
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n = normalize(n);
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vec3 light_specular = vec3 (1.0, 1.0, 1.0);
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NdotL = dot(n, lightDir);
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float intensity = length(diffuse_term);
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vec4 dawn = intensity * normalize (vec4 (1.0,0.4,0.4,1.0));
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vec4 diff_term = mix(dawn, diffuse_term, smoothstep(0.0, 0.2, NdotL));
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if (NdotL > 0.0) {
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color += diffuse_term * NdotL ;
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NdotHV = max(dot(n, halfVector), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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specular.rgb = (gl_FrontMaterial.specular.rgb
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* light_specular
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* pow(NdotHV, gl_FrontMaterial.shininess));
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}
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color.a = diffuse_term.a;
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// This shouldn't be necessary, but our lighting becomes very
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// saturated. Clamping the color before modulating by the texture
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// is closer to what the OpenGL fixed function pipeline does.
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color = clamp(color, 0.0, 1.0);
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texel = texture2D(texture, gl_TexCoord[0].st);
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fragColor = color * texel + specular;
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gl_FragColor = fragColor;
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}
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