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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 vertex program for doing Phone shading (per-fragment lighting)
// GL2ES2: Java3D built-in attributes, these are calculated and passsed in if declared here
attribute vec4 glVertex;
attribute vec3 glNormal;
// GL2ES2: Java3D built-in uniforms, these are calculated and passsed in if declared here
uniform mat4 glModelViewProjectionMatrix;
uniform mat4 glModelViewMatrix;
uniform mat3 glNormalMatrix;
uniform vec4 glLightModelambient;
struct material
{
int lightEnabled;
vec4 ambient;
vec4 diffuse;
vec4 emission;
vec3 specular;
float shininess;
};
uniform material glFrontMaterial;
// Per-pixel normal (output to fragment shader)
varying vec3 Normal;
varying vec3 worldPos;
varying vec4 sceneColor;
void main()
{
//GL2ES2: sceneColor Derived. Ecm + Acm * Acs (Acs is normal glLightModelambient)
sceneColor = glFrontMaterial.emission + glFrontMaterial.ambient * glLightModelambient;
Normal = normalize(vec3(glNormalMatrix * glNormal));
worldPos = vec3(glModelViewMatrix * glVertex);
// Transform the vertex
gl_Position = glModelViewProjectionMatrix * glVertex;
}
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