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			45 lines
		
	
	
	
		
			1.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			45 lines
		
	
	
	
		
			1.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 110
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#define INTENSITY_AMBIENT    0.3
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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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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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0);
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#define LIGHT_FRONT_DIFFUSE  (0.3 * INTENSITY_CORRECTION)
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uniform vec3 uniform_color;
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varying vec3 eye_position;
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varying vec3 eye_normal;
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//varying float world_normal_z;
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// x = tainted, y = specular;
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vec2 intensity;
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void main()
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{
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    vec3 normal = normalize(eye_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 = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), 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 applied).
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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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//    // darkens fragments whose normal points downward
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//    if (world_normal_z < 0.0)
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//        intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT));
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    gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
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}
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