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96 lines
2.7 KiB
GLSL
96 lines
2.7 KiB
GLSL
//
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// Vertex shader for environment mapping with an
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// equirectangular 2D texture
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//
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// Authors: John Kessenich, Randi Rost
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//
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// Copyright (c) 2002-2004 3Dlabs Inc. Ltd.
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//
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// See 3Dlabs-License.txt for license information
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//
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varying vec3 Normal;
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varying vec3 EyeDir;
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uniform float Shininess;
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uniform float SpecularVal;
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vec4 Ambient;
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vec4 Diffuse;
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vec4 Specular;
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void directionalLight(in int i, in vec3 normal)
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{
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float nDotVP; // normal . light direction
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float nDotHV; // normal . light half vector
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float pf; // power factor
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nDotVP = max(0.0, dot(normal, normalize(vec3 (gl_LightSource[i].position))));
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nDotHV = max(0.0, dot(normal, vec3 (gl_LightSource[i].halfVector)));
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if (nDotVP == 0.0)
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pf = 0.0;
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else
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pf = pow(nDotHV, Shininess);
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Ambient += gl_LightSource[i].ambient;
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Diffuse += gl_LightSource[i].diffuse * nDotVP;
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Specular += gl_LightSource[i].specular * pf;
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}
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vec3 fnormal(void)
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{
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//Compute the normal
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vec3 normal = gl_NormalMatrix * gl_Normal;
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normal = normalize(normal);
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return normal;
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}
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void flight(in vec3 normal, in vec4 ecPosition, float alphaFade)
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{
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vec4 color;
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vec3 ecPosition3;
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vec3 eye;
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ecPosition3 = (vec3 (ecPosition)) / ecPosition.w;
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eye = vec3 (0.0, 0.0, 1.0);
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// Clear the light intensity accumulators
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Ambient = vec4 (0.0);
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Diffuse = vec4 (0.0);
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Specular = vec4 (0.0);
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directionalLight(0, normal);
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color = gl_FrontLightModelProduct.sceneColor +
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// Ambient * gl_FrontMaterial.ambient +
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// Diffuse * gl_FrontMaterial.diffuse;
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Ambient * gl_Color +
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Diffuse * gl_Color;
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color += Specular * vec4(SpecularVal,SpecularVal,SpecularVal,1.0);
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color = clamp( color, 0.0, 1.0 );
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gl_FrontColor = color;
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gl_FrontColor.a *= alphaFade;
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}
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void main(void)
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{
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vec3 transformedNormal;
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float alphaFade = 1.0;
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// Eye-coordinate position of vertex, needed in various calculations
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vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
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// Do fixed functionality vertex transform
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gl_Position = ftransform();
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Normal= fnormal();
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flight(Normal, ecPosition, alphaFade);
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//EyeDir=vec3(-gl_Vertex);
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vec4 pos = gl_ModelViewMatrix * gl_Vertex;
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EyeDir = pos.xyz;
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//vec4 pos = gl_ModelViewMatrix * gl_Vertex;
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//EyeDir = pos.xyz;
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//LightIntensity = max(dot(normalize(LightPos - EyeDir), Normal), 0.0);
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}
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