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/*
* Copyright (C) 2005 Oliver Hunt <ojh16@student.canterbury.ac.nz>. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions 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.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
kernel vec4 diffuseLighting(sampler normalVectors, sampler lightVectors, __color lightingColor,
float surfaceScale, float diffuseConstant, float kernelLengthX, float kernelLengthY)
{
vec2 pos = samplerCoord(lightVectors);
vec2 posn = samplerCoord(normalVectors);
vec4 l4 = sample(lightVectors, pos);
vec3 l = l4.xyz;
l = normalize(l);
vec3 n = sample(normalVectors, posn).xyz;
float nl = dot(l, n) * diffuseConstant;
vec4 res = vec4(lightingColor.r * nl, lightingColor.g * nl, lightingColor.b * nl, 1.0);
res.xyz *= l4.w;
return res;
}