// // dimple.frag: Fragment shader for bump mapping dimples (bumps) // // author: John Kessenich // // Copyright (c) 2002: 3Dlabs, Inc. // // // GL2ES2: non buit-in varyings varying vec2 glTexCoord0; varying vec4 C; varying vec3 LightDir; varying vec3 EyeDir; varying vec3 Normal; //const vec3 Color = vec3(0.7, 0.6, 0.18); //const float Density = 16.0; //const float Size = 0.25; uniform vec3 Color; uniform float Density; uniform float Size; // uniform float SpecularFactor; //float Density = 27.6; //float Size = 0.13025; //uniform float Scale; const float SpecularFactor = 0.4; void main (void) { vec3 litColor; // GL2ES2: non buit-in varying vec2 c = Density * (glTexCoord0.xy); vec2 p = fract(c) - vec2(0.5); float d = (p.x * p.x) + (p.y * p.y); if (d >= Size) p = vec2(0.0); vec3 normDelta = vec3(-p.x, -p.y, 1.0); litColor = Color * max(0.0, dot(normDelta, LightDir)); float t = 2.0 * dot(LightDir, normDelta); vec3 reflectDir = t * normDelta; reflectDir = LightDir - reflectDir; // vec3 reflectDir = LightDir - 2.0 * dot(LightDir, normDelta) * normDelta; float spec = max(dot(EyeDir, reflectDir), 0.0); spec = spec * spec; spec = spec * spec; spec *= SpecularFactor; litColor = min(litColor + spec, vec3(1.0)); // GL2ES2: gl_FragColor is unchanged, C is a non built-in varying gl_FragColor = vec4(litColor, C.a); // gl_FragColor = vec4(litColor, 1.0); // gl_FragColor = vec4(Scale); }