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			47 lines
		
	
	
	
		
			1.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			47 lines
		
	
	
	
		
			1.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 110
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#define INTENSITY_CORRECTION 0.6
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE    (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR   (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS  20.0
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE  (0.3 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SHININESS 5.0
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#define INTENSITY_AMBIENT    0.3
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uniform mat4 volume_world_matrix;
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// x = tainted, y = specular;
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varying vec2 intensity;
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varying float object_z;
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void main()
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{
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    // First transform the normal into camera space and normalize the result.
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    vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
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    // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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    // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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    float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
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    intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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    intensity.y = 0.0;
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    if (NdotL > 0.0)
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        intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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    // Perform the same lighting calculation for the 2nd light source (no specular)
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    NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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    intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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    // Scaled to widths of the Z texture.
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    object_z = (volume_world_matrix * gl_Vertex).z;
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    gl_Position = ftransform();
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}
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