| |
| /* |
| ** Copyright (c) 2012 The Khronos Group Inc. |
| ** |
| ** Permission is hereby granted, free of charge, to any person obtaining a |
| ** copy of this software and/or associated documentation files (the |
| ** "Materials"), to deal in the Materials without restriction, including |
| ** without limitation the rights to use, copy, modify, merge, publish, |
| ** distribute, sublicense, and/or sell copies of the Materials, and to |
| ** permit persons to whom the Materials are furnished to do so, subject to |
| ** the following conditions: |
| ** |
| ** The above copyright notice and this permission notice shall be included |
| ** in all copies or substantial portions of the Materials. |
| ** |
| ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
| ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
| ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
| ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
| ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
| ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
| ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
| */ |
| |
| |
| attribute vec4 gtf_Color; |
| attribute vec4 gtf_Vertex; |
| attribute vec3 gtf_Normal; |
| attribute vec4 gtf_MultiTexCoord0; |
| |
| uniform mat4 gtf_ModelViewProjectionMatrix; |
| uniform mat3 gtf_NormalMatrix; |
| |
| varying vec4 gtf_TexCoord[1]; |
| varying vec4 color; |
| |
| vec4 Ambient; |
| vec4 Diffuse; |
| vec4 Specular; |
| |
| const vec3 lightPosition = vec3(0.0, 0.0, 1.0); |
| const vec3 spotDirection = vec3(0.0, 0.0, -1.0); |
| const float spotCutoff = 180.0; |
| const float spotExponent = 0.0; |
| |
| const float lightAttenuationConstant = 1.0; |
| const float lightAttenuationLinear = 0.0; |
| const float lightAttenuationQuadratic = 0.0; |
| |
| const vec4 lightAmbient = vec4(0.0, 0.0, 0.0, 0.0); |
| vec4 lightDiffuse = vec4(1.0, 1.0, 1.0, 1.0); |
| vec4 lightSpecular = vec4(1.0, 1.0, 1.0, 1.0); |
| |
| const float materialShininess = 0.0; |
| |
| const vec4 sceneColor = vec4(0.0, 0.0, 0.0, 0.0); |
| |
| void spotLight(in int i, |
| in vec3 normal, |
| in vec3 eye, |
| in vec3 ecPosition3 |
| ) |
| { |
| float nDotVP; // normal . light direction |
| float nDotHV; // normal . light half vector |
| float pf; // power factor |
| float spotDot; // cosine of angle between spotlight |
| float spotAttenuation; // spotlight attenuation factor |
| float attenuation; // computed attenuation factor |
| float d; // distance from surface to light source |
| vec3 VP; // direction from surface to light position |
| vec3 halfVector; // direction of maximum highlights |
| |
| // Compute vector from surface to light position |
| VP = lightPosition - ecPosition3; |
| |
| // Compute distance between surface and light position |
| d = length(VP); |
| |
| // Normalize the vector from surface to light position |
| VP = normalize(VP); |
| |
| // Compute attenuation |
| attenuation = 1.0 / (lightAttenuationConstant + |
| lightAttenuationLinear * d + |
| lightAttenuationQuadratic * d * d); |
| |
| // See if point on surface is inside cone of illumination |
| spotDot = dot(-VP, normalize(spotDirection)); |
| |
| if (spotDot < cos(radians(spotCutoff))) |
| spotAttenuation = 0.0; // light adds no contribution |
| else |
| spotAttenuation = pow(spotDot, spotExponent); |
| |
| // Combine the spotlight and distance attenuation. |
| attenuation *= spotAttenuation; |
| |
| halfVector = normalize(VP + eye); |
| |
| nDotVP = max(0.0, dot(normal, VP)); |
| nDotHV = max(0.0, dot(normal, halfVector)); |
| |
| if (nDotVP == 0.0) |
| pf = 0.0; |
| else |
| pf = pow(nDotHV, materialShininess); |
| |
| Ambient += lightAmbient * attenuation; |
| Diffuse += lightDiffuse * nDotVP * attenuation; |
| Specular += lightSpecular * pf * attenuation; |
| } |
| |
| vec3 fnormal(void) |
| { |
| //Compute the normal |
| vec3 normal = gtf_NormalMatrix * gtf_Normal; |
| normal = normalize(normal); |
| |
| return normal; |
| } |
| |
| void flight(in vec3 normal, in vec4 ecPosition, float alphaFade) |
| { |
| 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); |
| |
| //lightSpecular = gtf_Color; |
| |
| spotLight(0, normal, eye, ecPosition3); |
| |
| color = sceneColor + |
| Ambient * gtf_Color + |
| Diffuse * gtf_Color; |
| color += Specular * gtf_Color; |
| color = clamp( color, 0.0, 1.0 ); |
| |
| color.a *= alphaFade; |
| } |
| |
| void main (void) |
| { |
| vec3 transformedNormal; |
| float alphaFade = 1.0; |
| |
| vec4 ecPosition = gtf_Vertex; |
| |
| color = gtf_Color; |
| gtf_TexCoord[0] = gtf_MultiTexCoord0; |
| gl_Position = gtf_ModelViewProjectionMatrix * gtf_Vertex; |
| transformedNormal = fnormal(); |
| flight(transformedNormal, ecPosition, alphaFade); |
| } |