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151 lines
4.0 KiB
151 lines
4.0 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 |
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Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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#ifndef NEW_GLSL |
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#define in varying |
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#define color gl_FragColor |
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#define texture texture2D |
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#endif |
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#ifndef RUNTIME_CONST |
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#define const |
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#endif |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 7) |
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#endif |
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uniform lowp vec4 lightColor |
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#ifndef GL_ES |
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= vec4(1.0) |
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#endif |
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; |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 8) |
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#endif |
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uniform mediump float shininess |
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#ifndef GL_ES |
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= 80.0 |
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#endif |
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; |
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#ifdef AMBIENT_TEXTURE |
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#ifdef EXPLICIT_TEXTURE_LAYER |
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layout(binding = 0) |
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#endif |
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uniform lowp sampler2D ambientTexture; |
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#endif |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 4) |
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#endif |
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uniform lowp vec4 ambientColor |
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#ifndef GL_ES |
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#ifndef AMBIENT_TEXTURE |
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= vec4(0.0, 0.0, 0.0, 1.0) |
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#else |
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= vec4(1.0) |
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#endif |
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#endif |
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; |
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#ifdef DIFFUSE_TEXTURE |
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#ifdef EXPLICIT_TEXTURE_LAYER |
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layout(binding = 1) |
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#endif |
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uniform lowp sampler2D diffuseTexture; |
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#endif |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 5) |
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#endif |
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uniform lowp vec4 diffuseColor |
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#if !defined(GL_ES) && defined(DIFFUSE_TEXTURE) |
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= vec4(1.0) |
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#endif |
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; |
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#ifdef SPECULAR_TEXTURE |
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#ifdef EXPLICIT_TEXTURE_LAYER |
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layout(binding = 2) |
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#endif |
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uniform lowp sampler2D specularTexture; |
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#endif |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 6) |
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#endif |
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uniform lowp vec4 specularColor |
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#ifndef GL_ES |
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= vec4(1.0) |
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#endif |
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; |
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in mediump vec3 transformedNormal; |
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in highp vec3 lightDirection; |
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in highp vec3 cameraDirection; |
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#if defined(AMBIENT_TEXTURE) || defined(DIFFUSE_TEXTURE) || defined(SPECULAR_TEXTURE) |
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in mediump vec2 interpolatedTextureCoords; |
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#endif |
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#ifdef NEW_GLSL |
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out lowp vec4 color; |
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#endif |
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void main() { |
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lowp const vec4 finalAmbientColor = |
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#ifdef AMBIENT_TEXTURE |
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texture(ambientTexture, interpolatedTextureCoords)* |
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#endif |
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ambientColor; |
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lowp const vec4 finalDiffuseColor = |
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#ifdef DIFFUSE_TEXTURE |
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texture(diffuseTexture, interpolatedTextureCoords)* |
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#endif |
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diffuseColor; |
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lowp const vec4 finalSpecularColor = |
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#ifdef SPECULAR_TEXTURE |
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texture(specularTexture, interpolatedTextureCoords)* |
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#endif |
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specularColor; |
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/* Ambient color */ |
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color = finalAmbientColor; |
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mediump vec3 normalizedTransformedNormal = normalize(transformedNormal); |
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highp vec3 normalizedLightDirection = normalize(lightDirection); |
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/* Add diffuse color */ |
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lowp float intensity = max(0.0, dot(normalizedTransformedNormal, normalizedLightDirection)); |
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color += finalDiffuseColor*lightColor*intensity; |
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/* Add specular color, if needed */ |
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if(intensity > 0.001) { |
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highp vec3 reflection = reflect(-normalizedLightDirection, normalizedTransformedNormal); |
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mediump float specularity = pow(max(0.0, dot(normalize(cameraDirection), reflection)), shininess); |
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color += finalSpecularColor*specularity; |
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} |
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}
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