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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
#version 150 core
#define MAX_LIGHT_NUM 8
in vec3 positionWorldspace;
in vec3 normalCameraspace;
uniform mat4 V;
uniform vec4 materialAmbient;
uniform vec4 materialDiffuse;
uniform vec4 materialSpecular;
uniform vec4 materialColor;
uniform int twoSidesLighting;
uniform float materialShininess;
uniform vec4 lightColor[MAX_LIGHT_NUM];
uniform vec4 lightPosWorldspace[MAX_LIGHT_NUM];
uniform float lightPower[MAX_LIGHT_NUM];
uniform int lightNum;
uniform vec4 lightAmbient;
uniform int undraw;
uniform float minCoordX;
void main()
{
if ((positionWorldspace.x <= minCoordX) && (undraw == 1))
discard;
vec3 colorTotal = vec3(0.0f, 0.0f, 0.0f);
vec3 vertexPositionCameraspace = (V * vec4(positionWorldspace,1)).xyz;
vec3 MaterialDiffuseColor = materialColor.rgb;
vec3 normalDirectionCameraspace = normalCameraspace;
vec3 eyeDirectionCameraspace = normalize(vec3(0, 0, 0) - vertexPositionCameraspace);
float attenuation = 1.0;
int i = 0;
vec3 lightDirectionCameraspace;
vec3 vertexToLightSource;
vec3 totalAmbient = lightAmbient.rgb *
MaterialDiffuseColor *
materialAmbient.rgb;
if ((twoSidesLighting == 1) && (!gl_FrontFacing))
{
normalDirectionCameraspace = -normalDirectionCameraspace;
}
for (i = 0; i < lightNum; i++)
{
float LightPower = lightPower[i];
lightDirectionCameraspace = normalize((V * lightPosWorldspace[i]).xyz);
float cosTheta = clamp(dot(normalDirectionCameraspace,lightDirectionCameraspace), 0,1);
vec3 lightDiffuse = LightPower *
attenuation *
lightColor[i].rgb *
MaterialDiffuseColor *
materialDiffuse.rgb *
cosTheta;
vec3 specularReflection;
if (dot(normalDirectionCameraspace, lightDirectionCameraspace) < 0)
{
specularReflection = vec3(0.0, 0.0, 0.0);
}
else
{
vec3 R = reflect(-lightDirectionCameraspace,normalDirectionCameraspace);
float cosAlpha = clamp(dot(eyeDirectionCameraspace, R), 0,1);
specularReflection = attenuation *
LightPower *
lightColor[i].rgb *
materialSpecular.rgb *
MaterialDiffuseColor *
pow(max(0.0, cosAlpha), materialShininess);
}
colorTotal += lightDiffuse + specularReflection;
}
colorTotal += totalAmbient;
gl_FragColor = vec4(colorTotal, 1.0);
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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