oculus1

annotate sdr/phong.p.glsl @ 29:9a973ef0e2a3

fixed the performance issue under MacOSX by replacing glutSolidTeapot (which uses glEvalMesh) with my own teapot generator.
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 27 Oct 2013 06:31:18 +0200
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nuclear@16 1 varying vec3 vpos, norm, ldir;
nuclear@16 2
nuclear@16 3 void main()
nuclear@16 4 {
nuclear@16 5 vec3 v = -normalize(vpos);
nuclear@16 6 vec3 n = normalize(norm);
nuclear@16 7 vec3 l = normalize(ldir);
nuclear@16 8 vec3 h = normalize(v + l);
nuclear@16 9
nuclear@16 10 float ndotl = max(dot(n, l), 0.0);
nuclear@16 11 float ndoth = max(dot(n, h), 0.0);
nuclear@16 12
nuclear@16 13 vec3 diff = gl_FrontMaterial.diffuse.rgb * gl_LightSource[0].diffuse.rgb * ndotl;
nuclear@16 14 vec3 spec = gl_FrontMaterial.specular.rgb * gl_LightSource[0].specular.rgb *
nuclear@16 15 pow(ndoth, gl_FrontMaterial.shininess);
nuclear@16 16
nuclear@16 17 gl_FragColor.rgb = diff + spec;
nuclear@16 18 gl_FragColor.a = 1.0;
nuclear@16 19 }