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/*
* $RCSfile$
*
* Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* - Redistribution of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* - Redistribution in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
*
* Neither the name of Sun Microsystems, Inc. or the names of
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* This software is provided "AS IS," without a warranty of any
* kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
* WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY
* EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL
* NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF
* USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS
* DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR
* ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
* CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
* REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
* INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGES.
*
* You acknowledge that this software is not designed, licensed or
* intended for use in the design, construction, operation or
* maintenance of any nuclear facility.
*
* $Revision$
* $Date$
* $State$
*/
// A GLSL fragment program for handling 1 directional light with specular.
// This implements per-pixel lighting (Phong shading)
// GL2ES2: Java3D built-in uniforms, these are calculated and passsed in if declared here
uniform mat4 glModelViewMatrix;
uniform vec4 glLightModelambient;
struct material
{
int lightEnabled;
vec4 ambient;
vec4 diffuse;
vec4 emission;
vec3 specular;
float shininess;
};
uniform material glFrontMaterial;
struct lightSource
{
vec4 position;
vec4 diffuse;
vec4 specular;
float constantAttenuation, linearAttenuation, quadraticAttenuation;
float spotCutoff, spotExponent;
vec3 spotDirection;
};
uniform int numberOfLights;
const int maxLights = 1;
uniform lightSource glLightSource[maxLights];
varying vec3 worldPos;
varying vec4 sceneColor;
void directionalLight0(in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec3 specular)
{
// Normalized light direction and half vector
vec3 lightDirection = normalize(vec3(glLightSource[0].position));
//GL2ES2: half vector must be calculated
//vec3 halfVector = normalize(vec3(gl_LightSource[0].halfVector));
//http://stackoverflow.com/questions/3744038/what-is-half-vector-in-modern-glsl
vec3 ecPos = vec3(glModelViewMatrix * vec4(worldPos,1.0));
vec3 ecL;
if( glLightSource[0].position.w == 0.0)
ecL = vec3(glLightSource[0].position.xyz);// no -ecPos in case of dir lights?
else
ecL = vec3(glLightSource[0].position.xyz - ecPos);
vec3 L = normalize(ecL.xyz);
vec3 V = -ecPos.xyz;
vec3 halfVector = normalize(L + V);
float nDotVP; // normal . light_direction
float nDotHV; // normal . light_half_vector
float pf; // power factor
nDotVP = max(0.0, dot(normal, lightDirection));
nDotHV = max(0.0, dot(normal, halfVector));
if (nDotVP == 0.0) {
pf = 0.0;
}
else {
pf = pow(nDotHV, glFrontMaterial.shininess);
}
// GL2ES2: ambient is part of light model
//ambient += gl_LightSource[0].ambient;
ambient += glLightModelambient;
diffuse += glLightSource[0].diffuse * nDotVP;
// GL2ES2: specular is part of material
//specular += gl_LightSource[0].specular * pf;
specular += glFrontMaterial.specular * pf;
}
// Per-pixel normal (input from vertex shader)
varying vec3 Normal;
void main()
{
vec3 unitNorm = normalize(Normal);
vec4 amb = vec4(0.0);
vec4 diff = vec4(0.0);
vec3 spec = vec3(0.0);
int i;
directionalLight0(unitNorm, amb, diff, spec);
// Apply the result of the lighting equation
vec4 secondaryColor = vec4(spec * glFrontMaterial.specular, 1.0);
// GL2ES2: change to calc'ed sceneColor
//vec4 color = vec4(vec3(gl_FrontLightModelProduct.sceneColor +
vec4 color = vec4(vec3(sceneColor +
amb * glLightModelambient +
diff * glFrontMaterial.diffuse), 1.0);
gl_FragColor = color + secondaryColor;
}
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