mirror of
https://github.com/lucaspalomodevelop/meshlab.git
synced 2026-03-13 00:07:24 +00:00
98 lines
3.8 KiB
GLSL
98 lines
3.8 KiB
GLSL
/****************************************************************************
|
|
* MeshLab o o *
|
|
* An extendible mesh processor o o *
|
|
* _ O _ *
|
|
* Copyright(C) 2005, 2009 \/)\/ *
|
|
* Visual Computing Lab /\/| *
|
|
* ISTI - Italian National Research Council | *
|
|
* \ *
|
|
* All rights reserved. *
|
|
* *
|
|
* This program is free software; you can redistribute it and/or modify *
|
|
* it under the terms of the GNU General Public License as published by *
|
|
* the Free Software Foundation; either version 2 of the License, or *
|
|
* (at your option) any later version. *
|
|
* *
|
|
* This program is distributed in the hope that it will be useful, *
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
|
|
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
|
|
* for more details. *
|
|
* *
|
|
****************************************************************************/
|
|
|
|
vec4 Ambient;
|
|
vec4 Diffuse;
|
|
vec4 Specular;
|
|
varying vec3 pos;
|
|
|
|
void directionalLight(in int i, in vec3 normal)
|
|
{
|
|
float nDotVP; // normal . light direction
|
|
float nDotHV; // normal . light half vector
|
|
float pf; // power factor
|
|
|
|
nDotVP = max(0.0, dot(normal, normalize(vec3 (gl_LightSource[i].position))));
|
|
nDotHV = max(0.0, dot(normal, vec3 (gl_LightSource[i].halfVector)));
|
|
|
|
if (nDotVP == 0.0)
|
|
pf = 0.0;
|
|
else
|
|
pf = pow(nDotHV, gl_FrontMaterial.shininess);
|
|
|
|
Ambient += gl_LightSource[i].ambient;
|
|
Diffuse += gl_LightSource[i].diffuse * nDotVP;
|
|
Specular += gl_LightSource[i].specular * pf;
|
|
}
|
|
|
|
vec3 fnormal(void)
|
|
{
|
|
//Compute the normal
|
|
vec3 normal = gl_NormalMatrix * gl_Normal;
|
|
normal = normalize(normal);
|
|
return normal;
|
|
}
|
|
|
|
void flight(in vec3 normal, in vec4 ecPosition, float alphaFade)
|
|
{
|
|
vec4 color;
|
|
vec3 ecPosition3;
|
|
vec3 eye;
|
|
|
|
ecPosition3 = (vec3 (ecPosition)) / ecPosition.w;
|
|
eye = vec3 (0.0, 0.0, 1.0);
|
|
|
|
// Clear the light intensity accumulators
|
|
Ambient = vec4 (0.0);
|
|
Diffuse = vec4 (0.0);
|
|
Specular = vec4 (0.0);
|
|
|
|
directionalLight(0, normal);
|
|
|
|
color = gl_FrontLightModelProduct.sceneColor +
|
|
// Ambient * gl_FrontMaterial.ambient +
|
|
// Diffuse * gl_FrontMaterial.diffuse;
|
|
Ambient * gl_Color +
|
|
Diffuse * gl_Color;
|
|
color += Specular * gl_FrontMaterial.specular;
|
|
color = clamp( color, 0.0, 1.0 );
|
|
gl_FrontColor = color;
|
|
gl_FrontColor.a *= alphaFade;
|
|
}
|
|
|
|
|
|
void main(void)
|
|
{
|
|
vec3 transformedNormal;
|
|
float alphaFade = 1.0;
|
|
|
|
// Eye-coordinate position of vertex, needed in various calculations
|
|
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
|
|
|
// Do fixed functionality vertex transform
|
|
gl_Position = ftransform();
|
|
transformedNormal = fnormal();
|
|
flight(transformedNormal, ecPosition, alphaFade);
|
|
pos=vec3(gl_Vertex);
|
|
}
|