| |
| /* |
| ** Copyright (c) 2012 The Khronos Group Inc. |
| ** |
| ** Permission is hereby granted, free of charge, to any person obtaining a |
| ** copy of this software and/or associated documentation files (the |
| ** "Materials"), to deal in the Materials without restriction, including |
| ** without limitation the rights to use, copy, modify, merge, publish, |
| ** distribute, sublicense, and/or sell copies of the Materials, and to |
| ** permit persons to whom the Materials are 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 Materials. |
| ** |
| ** THE MATERIALS ARE 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 |
| ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
| */ |
| |
| |
| attribute vec3 gtf_Normal; |
| attribute vec4 gtf_Vertex; |
| varying float lightIntensity; |
| varying vec3 Position; |
| |
| // Used in the vertex shader. |
| uniform mat3 gtf_NormalMatrix; //< 1 |
| uniform mat4 gtf_ModelViewMatrix; //< 2 |
| uniform mat4 gtf_ModelViewProjectionMatrix; //< 3 |
| uniform float myAttrib1f; //< 4 |
| uniform vec2 myAttrib2f; //< 5 |
| uniform vec3 LightPosition; //< 6 |
| uniform vec4 myAttrib4f; //< 7 |
| uniform int myAttrib1i; //< 8 |
| uniform ivec2 myAttrib2i; //< 9 |
| uniform ivec3 myAttrib3i; //< 10 |
| uniform ivec4 myAttrib4i; //< 11 |
| uniform bool myAttrib1b; //< 12 |
| uniform bvec2 myAttrib2b; //< 13 |
| uniform bvec3 myAttrib3b; //< 14 |
| uniform bvec4 myAttrib4b; //< 15 |
| uniform mat2 myAttrib2m; //< 16 |
| uniform mat3 myAttrib3m; //< 17 |
| uniform mat4 myAttrib4m; //< 18 |
| uniform float myUniformfv[5]; //< 19 |
| // Used in the fragment shader. |
| uniform vec3 brickColor; //< 20 |
| uniform vec3 mortarColor; //< 21 |
| uniform float brickMortarWidth; //< 22 |
| uniform float brickMortarHeight; //< 23 |
| uniform float mwf; //< 24 |
| uniform float mhf; //< 25 |
| |
| |
| const float specularContribution = 0.7; |
| const float diffuseContribution = (1.0 - specularContribution); |
| |
| void main(void) { |
| vec4 pos = gtf_ModelViewMatrix * gtf_Vertex; |
| Position = vec3(gtf_Vertex); |
| vec3 tnorm = normalize(gtf_NormalMatrix * gtf_Normal); |
| vec3 lightVec = normalize(LightPosition - vec3(pos)); |
| vec3 reflectVec = reflect(lightVec, tnorm); |
| vec3 viewVec = normalize(vec3(pos)); |
| |
| float f = myAttrib1f + myAttrib2f[0] + myAttrib4f[0] |
| + float(myAttrib1i) + float(myAttrib2i[0]) + float(myAttrib3i[0]) + float(myAttrib4i[0]) |
| + float(myAttrib1b) + float(myAttrib2b[0]) + float(myAttrib3b[0]) + float(myAttrib4b[0]) |
| + myAttrib2m[0][0] + myAttrib3m[0][0] + myAttrib4m[0][0] |
| + myUniformfv[0] + myUniformfv[1] + myUniformfv[2] + myUniformfv[3] + myUniformfv[4]; |
| |
| //float spec = clamp(dot(reflectVec, viewVec), 0.0, 1.0); |
| float spec = clamp(dot(reflectVec, viewVec), f, 1.0); |
| spec = spec * spec; |
| spec = spec * spec; |
| spec = spec * spec; |
| spec = spec * spec; |
| |
| lightIntensity = diffuseContribution * dot(lightVec, tnorm) + |
| specularContribution * spec; |
| |
| gl_Position = gtf_ModelViewProjectionMatrix * gtf_Vertex; |
| } |