dbf-udg

annotate sdr/phong.p.glsl @ 12:1abbed71e9c9

cleanup, copyright statements and notices, readme files
author John Tsiombikas <nuclear@member.fsf.org>
date Wed, 20 Feb 2013 05:45:27 +0200
parents f0a47f46ee45
children
rev   line source
nuclear@12 1 /*
nuclear@12 2 Printblobs - typography display hack
nuclear@12 3 Copyright (C) 2013 John Tsiombikas <nuclear@member.fsf.org>
nuclear@12 4
nuclear@12 5 This program is free software: you can redistribute it and/or modify
nuclear@12 6 it under the terms of the GNU General Public License as published by
nuclear@12 7 the Free Software Foundation, either version 3 of the License, or
nuclear@12 8 (at your option) any later version.
nuclear@12 9
nuclear@12 10 This program is distributed in the hope that it will be useful,
nuclear@12 11 but WITHOUT ANY WARRANTY; without even the implied warranty of
nuclear@12 12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
nuclear@12 13 GNU General Public License for more details.
nuclear@12 14
nuclear@12 15 You should have received a copy of the GNU General Public License
nuclear@12 16 along with this program. If not, see <http://www.gnu.org/licenses/>.
nuclear@12 17 */
nuclear@7 18 varying vec3 normal, vpos;
nuclear@7 19
nuclear@7 20 void main()
nuclear@7 21 {
nuclear@7 22 vec3 n = normalize(normal);
nuclear@7 23 vec3 v = -normalize(vpos);
nuclear@7 24
nuclear@8 25 vec3 color = vec3(0.0, 0.0, 0.0);
nuclear@7 26
nuclear@8 27 for(int i=0; i<2; i++) {
nuclear@8 28 vec3 l = normalize(gl_LightSource[i].position.xyz);
nuclear@8 29 vec3 h = normalize(v + l);
nuclear@8 30
nuclear@8 31 float ndotl = max(dot(n, l), 0.0);
nuclear@8 32 float ndoth = max(dot(n, h), 0.0);
nuclear@8 33 float spec = pow(ndoth, gl_FrontMaterial.shininess);
nuclear@8 34
nuclear@8 35 vec3 dcol = gl_FrontMaterial.diffuse.xyz * gl_LightSource[i].diffuse.xyz;
nuclear@8 36 vec3 scol = gl_FrontMaterial.specular.xyz * gl_LightSource[i].diffuse.xyz;
nuclear@8 37
nuclear@8 38 color += dcol * ndotl + scol * spec;
nuclear@8 39 }
nuclear@7 40
nuclear@7 41 vec3 acol = gl_FrontMaterial.ambient.xyz * gl_LightModel.ambient.xyz;
nuclear@7 42
nuclear@8 43 gl_FragColor.xyz = acol + color;
nuclear@7 44 gl_FragColor.w = 1.0;
nuclear@7 45 }