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> |
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date | Sun, 27 Oct 2013 06:31:18 +0200 |
parents | |
children |
rev | line source |
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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 } |