You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 

138 lines
4.1 KiB

/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz>
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.
*/
#ifndef NEW_GLSL
#define in varying
#define color gl_FragColor
#define texture texture2D
#endif
#ifndef RUNTIME_CONST
#define const
#endif
#ifndef GL_ES
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 7) uniform vec3 lightColor = vec3(1.0, 1.0, 1.0);
layout(location = 8) uniform float shininess = 80.0;
#else
uniform vec3 lightColor = vec3(1.0, 1.0, 1.0);
uniform float shininess = 80.0;
#endif
#else
uniform lowp vec3 lightColor;
uniform mediump float shininess;
#endif
#ifdef AMBIENT_TEXTURE
#ifdef EXPLICIT_TEXTURE_LAYER
layout(binding = 0) uniform sampler2D ambientTexture;
#else
uniform sampler2D ambientTexture;
#endif
#else
#ifndef GL_ES
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 5) uniform vec3 ambientColor = vec3(0.0, 0.0, 0.0);
#else
uniform vec3 ambientColor = vec3(0.0, 0.0, 0.0);
#endif
#else
uniform lowp vec3 ambientColor;
#endif
#endif
#ifdef DIFFUSE_TEXTURE
#ifdef EXPLICIT_TEXTURE_LAYER
layout(binding = 1) uniform sampler2D diffuseTexture;
#else
uniform sampler2D diffuseTexture;
#endif
#else
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 4) uniform vec3 diffuseColor;
#else
uniform lowp vec3 diffuseColor;
#endif
#endif
#ifdef SPECULAR_TEXTURE
#ifdef EXPLICIT_TEXTURE_LAYER
layout(binding = 2) uniform sampler2D specularTexture;
#else
uniform sampler2D specularTexture;
#endif
#else
#ifndef GL_ES
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 6) uniform vec3 specularColor = vec3(1.0, 1.0, 1.0);
#else
uniform vec3 specularColor = vec3(1.0, 1.0, 1.0);
#endif
#else
uniform lowp vec3 specularColor;
#endif
#endif
in mediump vec3 transformedNormal;
in highp vec3 lightDirection;
in highp vec3 cameraDirection;
#if defined(AMBIENT_TEXTURE) || defined(DIFFUSE_TEXTURE) || defined(SPECULAR_TEXTURE)
in mediump vec2 interpolatedTextureCoords;
#endif
#ifdef NEW_GLSL
out lowp vec4 color;
#endif
void main() {
#ifdef AMBIENT_TEXTURE
const vec3 ambientColor = texture(ambientTexture, interpolatedTextureCoords).xyz;
#elif defined(DIFFUSE_TEXTURE)
const vec3 diffuseColor = texture(diffuseTexture, interpolatedTextureCoords).xyz;
#elif defined(SPECULAR_TEXTURE)
const vec3 specularColor = texture(specularTexture, interpolatedTextureCoords).xyz;
#endif
/* Ambient color */
color.rgb = ambientColor;
mediump vec3 normalizedTransformedNormal = normalize(transformedNormal);
highp vec3 normalizedLightDirection = normalize(lightDirection);
/* Add diffuse color */
lowp float intensity = max(0.0, dot(normalizedTransformedNormal, normalizedLightDirection));
color.rgb += diffuseColor*lightColor*intensity;
/* Add specular color, if needed */
if(intensity > 0.001) {
highp vec3 reflection = reflect(-normalizedLightDirection, normalizedTransformedNormal);
mediump float specularity = pow(max(0.0, dot(normalize(cameraDirection), reflection)), shininess);
color.rgb += specularColor*specularity;
}
/* Force alpha to 1 */
color.a = 1.0;
}