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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 simple GLSL vertex program for handling 2 directional lights with
// separate specular
// GL2ES2: Java3D built-in attributes, these are calculated and passsed in if declared here
attribute vec4 glVertex;
attribute vec3 glNormal;
attribute vec4 glColor;
// GL2ES2: Java3D built-in uniforms, these are calculated and passsed in if declared here
uniform mat4 glModelViewMatrix;
uniform mat4 glModelViewProjectionMatrix;
uniform mat3 glNormalMatrix;
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];
//GL2ES2: varying color data needs to be defined
varying vec4 glFrontColor;
varying vec4 glFrontSecondaryColor;
void directionalLight(
in int i,
in vec3 normal,
inout vec4 ambient,
inout vec4 diffuse,
inout vec3 specular)
{
// Normalized light direction and half vector
// (shouldn't they be pre-normalized?!)
//GL2ES2 notice not using the i parameter but hard coded to 0
vec3 lightDirection = normalize(vec3(glLightSource[0].position));
//GL2ES2: half vector must be calculated
//vec3 halfVector = normalize(vec3(gl_LightSource[0].halfVector));
vec3 worldPos = vec3(glModelViewMatrix * glVertex);
vec3 L = normalize(glLightSource[0].position.xyz - worldPos);
vec3 V = vec3(0,0,1);//eye position
vec3 halfVector = (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);
}
ambient += glLightModelambient;
diffuse += glLightSource[0].diffuse * nDotVP;
specular += glFrontMaterial.specular * pf;
}
//GL2ES2: only a single light for now
const int numEnabledLights = 1; // TODO: this should be a built-in parameter!
void main()
{
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
//vec3 ecPosition3 = ecPosition.xyz / ecPosition.w;
// GL2ES2: swap built-in variable for Java3d built-in uniforms and attributes gl_* = gl* + declaration (at top)
//vec3 tnorm = normalize(vec3(gl_NormalMatrix * gl_Normal));
vec3 tnorm = normalize(vec3(glNormalMatrix * glNormal));
vec4 amb = vec4(0.0);
vec4 diff = vec4(0.0);
vec3 spec = vec3(0.0);
int i;
// Transform the vertex
// GL2ES2: swap built-in variable for Java3d built-in uniforms and attributes gl_* = gl* + declaration (at top)
//vec4 outPosition = gl_ModelViewProjectionMatrix * gl_Vertex;
vec4 outPosition = glModelViewProjectionMatrix * glVertex;
for (i = 0; i < numEnabledLights; i++) {
directionalLight(i, tnorm, amb, diff, spec);
}
//GL2ES2: sceneColor Derived. Ecm + Acm * Acs (Acs is normal glLightModelambient)
vec4 sceneColor = glFrontMaterial.emission + glFrontMaterial.ambient * glLightModelambient;
// Apply the result of the lighting equation
vec4 outSecondaryColor = vec4(vec3(spec * glFrontMaterial.specular), 1.0);
vec3 color0 = vec3(sceneColor +
amb * glLightModelambient +
diff * glFrontMaterial.diffuse);
// Generate a pseudo-random noise pattern
vec3 xyz = clamp((outPosition.xyz + 1.0) * 0.5, 0.0, 1.0);
xyz = fract(xyz * 262144.0);
float randSeed = fract(3.0 * xyz.x + 5.0 * xyz.y + 7.0 * xyz.z);
vec3 altColor;
randSeed = fract(37.0 * randSeed);
altColor.x = randSeed * 0.5 + 0.5;
randSeed = fract(37.0 * randSeed);
altColor.y = randSeed * 0.5 + 0.5;
randSeed = fract(37.0 * randSeed);
altColor.z = randSeed * 0.5 + 0.5;
randSeed = fract(37.0 * randSeed);
float altAlpha = randSeed * 0.5;
// Apply noise and output final vertex color
vec4 outColor;
outColor = vec4(mix(color0, altColor, altAlpha), 1.0);
glFrontColor = outColor;
glFrontSecondaryColor = outSecondaryColor;
gl_Position = outPosition;
}
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